We're going to be using *some* kind of procedural generation. This might be based on algorithms, or by assembling random tiles. The actual methods and results have yet to be explored.
Ember needs big zones with lots of room. Doing all of this by hand would be prohibitive for a tiny dev team and limited budget.
We'll start with one planet. A very large planet. You'll open up terraforming "pockets" (i.e. zones) on this planet to explore for resources and build bases. If we get the budget and support, we may open it up to multiple planets. But we need to take it one small step at a time.
A note on Terraforming: Right now all terraforming means is locating a new place on the planetary map and dropping down a terraforming machine. That will clear a space on the planet. Zones will not be connected, as its far simpler and cheaper to have separated pockets with loading. We're a small small team.
Ember needs big zones with lots of room. Doing all of this by hand would be prohibitive for a tiny dev team and limited budget.
We'll start with one planet. A very large planet. You'll open up terraforming "pockets" (i.e. zones) on this planet to explore for resources and build bases. If we get the budget and support, we may open it up to multiple planets. But we need to take it one small step at a time.
A note on Terraforming: Right now all terraforming means is locating a new place on the planetary map and dropping down a terraforming machine. That will clear a space on the planet. Zones will not be connected, as its far simpler and cheaper to have separated pockets with loading. We're a small small team.