THE PROJECT


WHAT IS IT?
The Cosmogenesis Project is my third-year university project, where I’m developing a space game focused on procedural generation and simulation. The goal is to build a universe that feels alive, dynamic, and continuously evolving, while avoiding the simulation stagnation common in many similar games.

Node Based Map
A procedurally generated, node-based map forms the backbone of the game. Each node represents a unique environment that can be explored, claimed, and conquered.
Using seeded generation, the map produces consistent layouts per seed, allowing chokepoints and paths to be learned, mastered, and replayed across multiple runs.

Gate Based Travel
The node-based map is connected through procedurally generated gates that serve as the primary means of travel between regions.
Their placement reflects each node’s position on the map, clearly communicating connections while forming routes and chokepoints.
This creates strategically important nodes, where gate layouts can favour control and defence.

Dynamic Asteroids
Certain node types contain procedurally generated asteroid fields, while others remain clear.
These fields vary in density, composition, and asteroid type, resulting in different resource distributions across the map.
This creates meaningful distinctions between nodes and encourages players to prioritise regions based on strategic and economic value.


