I’m aware it’s not the best etiquette to not show something even if it’s unfinished, but hear me out.
I planned the entry to be based on my fully-fledged game as a prequel — perhaps to introduce would-be players to the universe of SoL and as such title it SoL: Plutocracy, where you play a dirty space pirate/merchant/hippy in the early years of Stardrive travel, before the war with the Stygians broke out and when Earth was still mostly a hegemonic plutocracy. “Yes,” I thought, “that is brilliant! The story meshes so well and considering the topic IS story-based, it’d be perfect.”
However, after building the game itself, I realised one thing: designing something entirely around dialogue in a game mostly derived from action is kinda difficult. I wanted the meta-gameplay to be at least moderately fun or act as a diversion, but this would’ve taken longer than the 48 hours given. I quickly realised all I had was really just graphical eye candy. I can’t have that.
Regardless, I found this thoroughly interesting and challenging to give myself such constraints, as the last time I did a timed game challenge was well over a decade ago in the ZZT/Megazeux days (which a very select number of you might remember).
But I won’t leave you with nothing. Here are a couple of screenshots:
The planets were textured with a Perlin noise generator that my team and I developed for SoL. Almost all the graphics you see was procedurally generated.