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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

SaaSURLCategoryFeatures/Notes
None mentionedNone mentionedNone mentionedNone 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