So, this is the start of the first project I'll be able to work full time on. How did this happen? I've been making games for aaages as a hobby, and it got me a job in the industry over four years ago. It was a good enough job, but it basically killed dead any drive to create games in my own time. I learned a lot in my 4+ years though, but it seemed the longer I was there the less I learned, and I certainly wasn't doing much recently. So with that experience under my belt and some money stashed away (always helpful), I thought now was as good a time as any to leave my job. I don't plan to do this full time forever, but for the time being that is where I am. ![smile.png](http://public.gamedev5.net//public/style_emoticons/default/smile.png)
The Old
Spiral Lords was a game I created in 2009, it was the second game I ever released (a long two years after my first game). It was a game of galactic conquest. It wasn't a complicated game at all, and I was super proud of the AI I created for it. Up close it looked like this:
Your mission was to connect the stars so that ships could move between them. Ships would move to your own stars or attack enemy stars. You could make ships travel all around the galaxy in a big circle it you wanted too, though it'd take you a while to setup all those connections! The AI would do the same thing, I was proud of the AI because it was basically node-based weighted route-finding before I even knew what any of that meant! Graphically it was pretty shiny, lots of fiery animations and the black hole in the center spinning around like crazy gave it some dramatic sense of size. And you could zoom out to reveal the full extent of the galaxy you were playing in, complete with generated spiral arms:
The New
The Old interface kind of reminds me of GalCon Legends. If you haven't played the game, you should. More for research purposes than because it's an awesome game.
I like the concept you're going with though. It looks really cool.