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Current Superhero Engine Progress

Today I started a completely fresh Unity scene to rebuild the engine from the ground up around a data-driven architecture instead of hard-coded gameplay.

Scene Hierarchy

  • GameRoot
  • Narrator
  • TimelineManager
  • CardDatabase
  • ActorManager
  • UniverseUI

Working Systems

GameRoot

  • Holds the master seeds.
  • Currently reading:
    • Universe Seed
    • History Seed
    • Actor Seed
    • Organization Seed
  • Successfully prints the seeds to the Console.

Card System

  • Created a base Card class.
  • Created NarrativeCard derived from Card.
  • Added an Era enum.
  • CardDatabase now owns a list of NarrativeCards.
  • Two test cards currently exist:
    • Universe Begins
    • First Superhero
  • The database successfully loads and prints the cards.

Narrator

  • Reads every NarrativeCard from the CardDatabase.
  • Does not generate heroes directly.
  • Currently demonstrates the generation pipeline by reading the cards and sending them toward the timeline.

TimelineManager

  • Added a TimelineManager.
  • Stores TimelineEvents.
  • Supports:
    • AddEvent()
    • RemoveEvent()
    • FindEvent()
    • HasEvent()
    • SortByYear()
    • PrintTimeline()
  • Timeline is intended to become the permanent historical record of the universe.

Important Architecture Decision

The game is now officially moving toward:

GameRoot

CardDatabase

Narrator

Timeline

RoleManager

ActorManager

History creates Roles.

Roles are filled by Actors.

Actors do not create history.

This is the biggest architectural decision made today.

Design Philosophy

The game should never intentionally generate Marvel or DC characters.

Instead, it generates universes from deterministic seeds.

Classic superhero archetypes emerge naturally from simulation rather than templates.

For example, instead of "Wolverine claws," the game has a generic Blade body modification. Blades can be made from any element or material:

  • Bone
  • Organic tissue
  • Crystal
  • Steel
  • Plasma
  • Living metal
  • Magical materials
  • Alien substances
  • Procedurally generated elements

The engine builds powers from systems instead of named characters.

Likewise, superhero tropes (flying alien savior, billionaire vigilante, speedster, thunder god, etc.) are not required to exist. They become emergent possibilities hidden somewhere among millions of generated universes.

Current Goal

Continue replacing hard-coded game logic with deterministic, card-driven simulation.

Eventually the Narrator should simply read Narrative Cards, check prerequisites, create Roles, write Timeline events, and allow Actors to naturally fill those Roles.