Refining the “space hulk” generation process is quite a task. Here are some screenshots that show the kind of shapes and complexity we are playing with.
Above is an example of using the rib-like structures the vessels are made from to create different types of explorable spaces.
The aim is to create something that feels like it is both an ancient, collapsing spaceship and the bizarre remains of some starborn creature.
The reasons for this design direction go beyond ‘we think it’s cool’ and are in service of the back story… more on that later though.
Initiate docking procedure.