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Designing a VFX for my space exploration game: the less you know about a planet, the more distubed it appears - how does it look?
r/IndieDev
7/21/2025
Content Summary
The author discusses designing a VFX for a space exploration game where the less you know about a planet, the more disturbed it appears. The VFX alternates between different procedurally generated textures to represent uncertainty. The game is a 4x strategy game where the player, as an AI, must find a new habitable planet after humanity's extinction.
Opinion Analysis
Analysis of different viewpoints, mainstream opinions, and debates from post and comments in English: The mainstream opinion is supportive of the author's approach to using VFX to convey uncertainty. There is a suggestion to use the concept of 'Wormhole' for faster travel and to make the game more unique. There is also a philosophical discussion about the concept of 'Heterotopia' and how it applies to the game's premise of existential dread.
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
None mentioned | None mentioned | None mentioned | None mentioned |
USER NEEDS
Pain Points:
- Uncertainty about distant planets
Potential Solutions:
- Using visual effects to represent uncertainty
- Alternating between different procedurally generated textures
GROWTH FACTORS
Effective Strategies:
- None mentioned
Marketing & Acquisition:
- None mentioned
Monetization & Product:
- None mentioned
User Engagement:
- None mentioned