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Absolutely Nothing

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A member registered 47 days ago · View creator page →

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No, I mean that the mechanics with the coupons are very complicated to all remember.

When AI makes me projects, it always uses that exact font.

I think the game is good, but could you change the font? The font is the only part that makes me think it's AI generated.

complicated

My only problem with the game is that it looks AI-generated, and I do not like AI-generated projects.

VM

use a VM

One thousand four hundred?

just send me the file so I can test it

Sure!

Like a simple AI that automatically finds the assigned workplace, move around, eat, sleep, and like that.

Humans reproduce naturally, and the player assigns rocket missions with human crew. And some resources don't need to be analyzed but some do.

Resources automatically move to the nearest lab with an available research space.

Crater and resource farm locations can be procedurally generated.

Also, sure, we can focus on one complete star system with the main systems.

That is certainly a lot of questions.

"Fully occupied" in the sense of you have at least one of every structure on every planet in the system.
Humans are like a population that uses a basic AI to decide what to do. The player is not a character in the game, but like a sort of God that manages the colonies.
You can place Launch Pads only on craters, Miners in resource farms, and everything else everywhere else.
Players manually draw connections, but invalid connections don't work. You can intersect Airlocks to make 4-way airlocks that can have four connections.
Resources when mined and sent to a lab and analyzed are then sent to the Orion Hub spacecraft which is like a giant space station that has infinite storage for resources.
Ships can carry from 15 to 50 resources depending on the upgrade level.
Probes send name, hazards, and resource farm locations to the Orion Hub, so you get the information. Three probes per planet.
The galaxy can have like a dozen systems in this demo but can be more in early access and the full release.
I mean that they have more hazards the more you unlock, but better resources.
Building the sphere requires resources from all over the galaxy.
There can be a mix of mouse actions, UI, and key binds.
I also have another plan for the settings menu, but that will be for early access or another update.

We should also add a few easter eggs to make it more fun to play.

The galaxy could be procedurally generated, but it can be fixed if it's easier for you. Ships and rockets can travel between any unlocked space. The player can eventually reach every star system. Planets and moons are unlocked as the game progresses. Planets are represented through like a screen with the planet on it, and you can buy structures and place them on the planets. Example structures include Launch Pad, Shelter, Lab, Miner, Solar Panel, Tube, and Airlock. You can connect structures together using Airlocks or Tubes. Airlocks allow humans to go through, while Tubes allow resources to go through. Eventually, the game could have a mechanic to customize the interior of structures, but let's set that aside for now. And yes, structures can be upgraded. Different planets can have different environments, resources, or limitations. Example resources include Iron, Water, and Gold. Gold can be used as a currency, and Water is essential to human survival. Some structures only continuously generate resources while it is staffed with humans. Resources are transported on ships and rockets along with humans. Ships can be like rockets. The player only chooses a destination, and the ship goes there, unless all Launch Pads are occupied or another ship is already on that same route. Traveling between systems takes about a minute to two because people don't really like waiting that much. Multiple ships can travel at the same time, unless there's already another ship on the same route. Ships can be damaged in a later update, but not yet. Ships physically appear on the map only if the player is zoomed in onto the ship, but when not, through the UI. When you unlock a star system, you can send Probes aboard ships to scan them to see some data about it. You unlock a star system if you already fully occupied the one you are currently in. The planets don't have to use real names; they can be fictional. The goal is to encase the black hole in the center in a sort of sphere that harnesses its energy (so basically a sort of Dyson sphere). Planets get harsher and harsher the more you unlock. Resources and production can continue while the player is gone, but maybe in a future update. The game should have about 3-5 save slots, but we need to figure out where to store the saves. We can work with Windows support for now but maybe expand to Linux and Mac later. The game should have settings. Like a "General" tab with general settings, "Graphics" for video settings, "Audio" for music settings, and "Accessibility" if players need to turn on subtitles during cutscenes (if we ever add them) or turn on colorblind mode.

drywall is bad for you
do not eat it
unless you are chaotic...

MonoGame sounds totally fine to me — as long as I can test builds easily and drop in art, I’m good. A lightweight setup actually fits GAP better than a big engine.

As for the gameplay, here’s the core idea:

GAP is a galaxy‑expansion game where you start with one planet and gradually colonize star systems. It’s not action‑based — it’s more about managing growth, resources, travel times, and expansion routes. The player builds structures, upgrades planets, sends ships to new systems, and expands their influence across the galaxy. The focus is on progression, exploration, and watching your empire spread.

If you need more detail on any part, I can explain it.

And for communication: I don’t use Discord, but I’m fine staying here on itch.io or switching to something simple like email if that works for you.

No worries at all — itch.io on mobile is weird sometimes. And that sounds great! I really appreciate that you keep things organized and make it easy for others to add art or test builds. That’s exactly the kind of workflow I need.

As for the engine, I’m flexible with anything except Unreal. If you have a setup you prefer that still lets me test things easily, I’m totally open to it.

Just let me know what you think would work best for the project.

Hey, just checking in — no rush at all. Whenever you have time, let me know what engine you think would work best for the project. I’m flexible with anything except Unreal Engine.

(1 edit)

Hey! Thanks for reaching out — I’m really glad you’re interested.

About the engine: I’m flexible with what we use. It doesn’t have to be Unity or Godot — the only thing I want to avoid is Unreal, since it doesn’t work well on some devices. As long as the engine lets me test builds and add art without too much hassle, I’m good with it.

Also, I don’t use Discord, but we can talk here on itch.io or whatever platform works best for you. Just let me know what you prefer.

Looking forward to discussing the project more!

Hi! I’m working on a small space‑simulation game called Galactic Aeronautics Program and I’m looking for a programmer who uses Unity or Godot.

The game: You unlock planets, gather materials, build habitats, and slowly colonize the entire galaxy. Simple systems, chill progression, nothing huge or AAA.

I can handle all the art and design. You handle coding the gameplay systems.

Payment: Rev‑share. If the game earns money, itch.io can automatically split the revenue so you get your share directly.

If you’re interested, reply or DM me! Let’s make something cool.