About Constellation Control

History

In the beginning, there was MOO, and MOO was good.

Then there came to be a second MOO, and it too was good.

Then developers said "Let there be a third MOO", but lo! MOO3 was very bad.

There was a rabid following for the Master of Orion series leading up to the release of MOO3. When it bombed, there was a backlash from fans who thought they could make a better game themselves. That spawned a small kernel of indie development projects like Free Orion, Ray Fowler's Remnants of the Precursors (a MOO1 remake), and my own personal game design noodlings including AXIS and PointSiege.

MOO3's unfortunate demise also helped start my career path as a web developer. At the time, i was running a very popular MOO3 fan site called The Orion Sector (now defunct) and was developing software for hosting MOO3 tournaments and rankings. When the game itself disappointed, the community disbursed. I went through a long phase of C++ game research and development, eventually creating a 2D game engine in OpenGL and making a small puzzle game (unreleased). I also began working professionally as a web developer.

Fast forward over a decade later and much has changed in web technology! So much so that the prospect of being able to make a complete 4X game that runs in a web browser using nothing but javascript started to become a reality. I wondered if i could put together my web development experience with my game development experience.

Constellation Control began as a tech demo and learning exercise for the Aurelia javascript framework. The game design itself started with some notes i had scribbled down over the winter of 2015 and even older game design discussion with forum members from the early post-MOO3 years. I would continue to tinker with this "tech demo" over the next several years, driving it forward as i realized that this could end up being a big deal.

Design Goals

My approach to the project is:

The design for Constellation Control has changed tremendously over the years. I have an entire notebook of "cool ideas", but most of these have been cut out to have a shot at actually producing a complete game, as opposed to an abandonware alpha.

Particular Issues I Want To Address

I specifically want to make a game that doesn't just boil down to "conquer everything". That game has already been made many times. I would like to make something that is more about exploration and storytelling, with less emphasis on the "extermination" aspects. I would like to see galactic mysteries and diplomatic intrigues play a larger part of the design.

One big issue i want to tackle is the "end game mop-up", the bane of virtually every 4X game. Some games have alternative victory conditions (like being voted President in MOO1, or getting a "Tech Victory" in some other games). However, we all know that these are really just military victories in disguise. What if conquering the galaxy wasn't the point of playing?

Instead, I want victories that could be described as "a puzzle with many pieces". For example, one victory condition might require you to do all of: find something, trade for something, research something, and defeat something, in no particular order. The first civ to nab all of the parts of the puzzle wins. This makes gameplay more interesting, taking the player in a number of completely different directions. It also makes the game a race. Turtling in the corner while amassing a doom fleet may no longer be a viable strategy.

I also want a variety of fun scenarios, either player-chosen, or randomly occurring. Imagine starting the game as a David fighting an already-established but crumbling Goliath empire. Or perhaps you and the rest of the galaxy must unite to stop the ravenous Space Amoebas from literally devouring the entire galaxy (already implemented!). What if the goal was not to assert dominance and destroy, but to work together to solve a mystery or to prevent a catastrophe? I have pages of fun scenarios ideas that can be added once the core gameplay mechanism are in.

Of course, many players will just want the classic 4X sandbox experience. For them, the baseline game will deliver that.

Memory Lane

Development screenshots:

First screenshot ever
First screenshot ever 2016-04-02
Theme experiments
Theme experiments
(Star Trek LCARS) 2016-04-14
First randomly generated galaxy
First randomly generated galaxy 2016-04-20
Experiments with map UI and hyperlanes
Experiments with map UI and hyperlanes 2016-04-23
First fleet movement
First fleet movement 2016-08-14
First AI colonization routine
First AI colonization routine 2017-10-31
Pivotal mockup
Pivotal mockup which would later become the zoning system 2017-11-08
Map overlays
Experiments with map overlays and exploration 2017-11-11
Functioning tech research and notifications
Functioning tech research and notifications 2017-11-18
Browser performance testing
Browser performance testing 2017-11-19
Fighting over remaining planets
Fighting over remaining planets 2017-11-30
Blue Space Amoeba outbreak
Blue Space Amoeba outbreak 2017-12-05
Red Space Amoeba spawn
Red Space Amoeba spawn 2017-12-06
Event chaining system
Event chaining system 2017-12-09
First ship combat
First ship combat (Giant Yellow Space Amoeba survives attack by Blue Space Amoebas) 2018-07-25
Early ship combat UI
Early ship combat UI 2018-07-27
First designed ship built
First designed ship built 2018-08-06
Ship designer UI
Ship designer UI 2018-08-08
Victory recipe system testing
Victory recipe system testing 2018-08-09
Testing AI defense routine against overwhelming opponents
Testing AI defense routine against overwhelming opponents 2018-12-30
Teaching AI how to fight
Teaching AI how to fight 2019-01-16
AI invasion routine testing
AI invasion routine testing 2019-01-18
Stress testing galaxy and AI timing
Stress testing galaxy (the 1-pixel dots are whole fleets!) 2019-01-19
AI debug HUD during all-out war
AI debug HUD during all-out war 2019-01-23
Teaching AI to rally troops
Teaching AI to rally troops 2019-01-25
AI Invasion success!
AI Invasion success! 2019-01-25
Early diplomatic trades
Early diplomatic trades 2019-01-30
Stress test galaxy
Stress test galaxy
(15,000 sectors)2019-02-01
New attractor-based galaxy shaping algorithm
New attractor-based galaxy shaping algorithm 2019-08-03
Headless AI trainer
Headless AI trainer (runs 70 turns per second!) 2019-09-04
Large galaxy AI battle-royale
Large galaxy AI battle-royale 2019-09-09
First game actually played
First game actually "played"
(until it crashed) 2019-10-29
First game played to completion
First game played to completion 2019-12-16