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Simulation Stellar Conquest

Discussion in 'Projects In Progress' started by stonstad, Apr 2, 2023.

  1. stonstad

    stonstad

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    Hello! I am thrilled to present my game, Stellar Conquest. A heartfelt thank you to the entire Unity forum community for generously sharing your technical knowledge, which has been instrumental in propelling the project forward.

    Stellar Conquest
    Embark on a journey to conquer the galaxy in Stellar Conquest, a multiplayer strategy sandbox set in a procedurally generated universe. Build starships, space stations, and colonies to thrive and compete in a universe filled with endless possibility.

    Social Media
    Twitter



     
    Last edited: Apr 2, 2023
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  2. stonstad

    stonstad

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    Concept








     
    Last edited: Apr 2, 2023
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  3. stonstad

    stonstad

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    Features















     
    Last edited: Apr 2, 2023
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  4. stonstad

    stonstad

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    Generative AI





     
    Last edited: Apr 3, 2023
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  5. stonstad

    stonstad

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    Last edited: Apr 2, 2023
  6. stonstad

    stonstad

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    Tech Stack

    • Client: Unity 2022.2, Built-In Pipeline, WebSockets
    • Server: NET 7.0, WebAPI, WebSockets
    • Cloud: Azure App Services (Linux), SQL Azure, Azure Blob
     
    Last edited: Apr 2, 2023
  7. stonstad

    stonstad

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    I'm looking forward to sharing how generative AI, beyond NPCs, is being used. Will reply soon with videos!
     
  8. vintage-retro-indie_78

    vintage-retro-indie_78

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    wow, everything looks amazing // 10 rating, etc etc . . . :) :eek:
     
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  9. stonstad

    stonstad

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    GPT multiplayer news coverage is now live! An AI news editor summarizes pivotal multiplayer events. Updates are shared through the game, official website, and social media (screenshots above). :)
     
  10. shadowsoflight

    shadowsoflight

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    This looks amazing. I've always wanted to push the boundaries of procedural generation in sci-fi, and this does just that. The pitch is very well put-together!

    Are you easily able to swap out for new versions of GPT during development? I assume the API won't change too much, though the behaviour changes might get in the way. It'll be interesting to see what you can do with the data collected during gameplay, as well.

    I am very interested to hear more about the event-driven score. I'm trying to push my compositional skills further into the adaptive realm, and bring somewhat of a procedural generation lens on top of that.
     
  11. stonstad

    stonstad

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    I appreciate the kind words!

    As of now, GPT 3.5 (ChatGPT) is the only version I have used for generative content. I do supply several hundred tokens worth of background and instruction for each NPC interaction which keeps the output on point. By allowing ChatGPT to generate questions and answers all at once, I avoid the NPC breaking character due to content moderation restrictions.

    It is a simple design that works well enough to actually be good.

    Every few seconds the local star system is evaluated to determine threat level. This threat level drives selection of a musical theme (e.g. faction melody, drone, exploration, danger). The music cross-fades to a track selected from the theme, but only introduces a single layer (i.e. melody, base or drums) at a time.

    The game tracks intensity events. Intensity events are things like ... the player has kicked in afterburners, a weapon has fired, an enemy ship jumps in, etc.

    When an intensity event fires an additional musical track is layered on. After a few events the music is playing with all layers in sync. This works very well for tracks that are divided into melody, instruments, base, and drums.

    After a predetermined amount of time passes without an intensity event (i.e. 25 seconds) a layer/track drops off through a smooth fade.

    I'm thoroughly enjoying your music in Series Reurrecta. Do you think it would be difficult to separate one of the scores in the soundtrack into separate MP3 layers as described above? I could try loading the tracks in the game and share a demonstration video of how it is working.
     
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  12. shadowsoflight

    shadowsoflight

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    That makes sense! Generating all at once will provide better consistency and stability.

    I have actually been trying to implement something that has a bit of overlap, using the FPS Microgame as a starting point.

    I've generated three tracks for an asset pack I'm hoping to release - each track has a "Low Threat" layer with possible melody, "High Threat Layer" with possible melody, and "Battle" layer. They can fade in and out based on triggers - in the demo I made, the battle track in particular ramps up when the player clicks their mouse button, and holds for 5 seconds without a Mouse0 down before dropping off again. (The rest are location-based) I originally implemented this in FMOD, but when I found out that FMOD is not supported in WebGL I made some of my own scripts instead. The tracks themselves are more in the cyberpunk genre.

    Yeah I would be happy to prep something for you! I'll DM you and we can work out details, especially to make sure I understand which track has the best elements, and which components it should be split into.
     
  13. stonstad

    stonstad

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  14. stonstad

    stonstad

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    https://twitter.com/ShaunTonstad/status/1701705620343361859

    Version 1.0.23 released.
    • Feature Introduced blueprint designer for crafting unique starships, stations, and buildings.
    • Feature Added sixty-seven voxel shapes for blueprint creation.
    • Feature Enabled voxelization import to streamline creation of blueprints from existing 3d models.
    • Feature Introduced a user interface for easy selection of player emotes.
    • Feature Added an ownership UI to show which faction or player territory ownership.
    • Enhancement Improved navigation waypoints with improved user interface.
    • Enhancement Eliminated heap memory allocations in client and server network code.
    • Fix Resolved an issue which could cause phantom gamepad input on systems with virtualization enabled.
    • Fix Fixed an issue which could prevent starship callsigns from appearing.
    • Fix Addressed an issue which prevented AI defender strategies from working as expected.
     
    Last edited: Sep 12, 2023