I have improved the sprite for the re-entry effect. It still needs some polishing, but now the re-entry effect looks like this up-close.

An extra bonus picture:

Plus a video of the sky, sun, moon and clouds all blending together with the mask:
I have improved the sprite for the re-entry effect. It still needs some polishing, but now the re-entry effect looks like this up-close.

An extra bonus picture:

Plus a video of the sky, sun, moon and clouds all blending together with the mask:
Tachy, a friend of mine, helped me considerably by calculating a star catalog for the year 2994 (when the events of the game take place). Some of the stars experience a considerable drift over the 1000 years - it might not be a very important detail to most players, however it is a nice little detail to have.
Here is a simple comparison between the two starfields:

The newer year 2994 catalog also contains way more stars - 119,614 total. The older catalog has been truncated to only magnitudes brighter than 9.99, so it only listed 28,593 stars.
The synths sensors are sufficiently sensitive to pick out faint stars, so in the end I plan to include all ~120,000 stars (though possibly less based on performance settings, however it does not seem to be considerable for the particle system).
Below are the two starfields in higher resolution. These images can be opened at a higher resolution, if you want to take a closer look.


Here is the video of the star field movement over time and how it blends together with the clouds using the mask shown in an earlier post.
While working on the sky system, I had a thought about adding random space debris re-entering atmosphere. It would be a really telling and interesting piece of narrative that illustrates the state of the world - in the setting of Synesthesia, in year 2994, most of the space operations have been abandoned and overall there is no organized effort to monitor space debris anymore.
There are still millions of objects in orbit - many of these are private satellites, spacecraft and other assorted hardware. There are a few large objects (space stations and old spacecraft) which will eventually decay and re-enter atmosphere. All sorts of debris routinely enters the Earth atmosphere.
A large proportion of this debris is the result of the progressing Kessler syndrome, making any space travel dangerous and forcing people to abandon many of the space-based operations.
The player would be able to see these happen randomly. Many of them may be too small to notice unless they get lucky, however there may be a really big event once in a while.
The re-entry effect is implemented as a particle system combined with a fairly simple thermal simulation. The debris objects are spawned at the height of about 120-140 km and are given a random, statistically distributed direction & entry angle.
The objects continue to fly free and a simple break-up model is used to calculate when the object finally burns up. It is a fairly simplistic model, it is possible that I might improve it in the future.
One definite improvement I want to make is using better sprites - it would make the re-entry trails much more distinct, vivid, and less blurry. It would also emphasize multiple objects traveling in the re-entry path as the main object continues to shed debris.
The video below shows a better look at the hot entry and break up of the object. The re-entry event, if detected by players information systems, will also be recorded in the minor event log.
The re-entry events are defined by the following parameters:
A combination of these parameters can be used to set up a re-entry that looks most artistically appealing. The sky system creates random procedural re-entry events. For special scripted events, the same particle system can be created manually and multiple systems can be combined to create an appearance of a very large object breaking up.
Here is a close-up picture of the re-entry event. For prototyping, I’ve been using a simple spherical sprite, which makes the entire trail look quite blurry. The quality should improve considerably when the sprite will be more drop-shaped, with a large glowing core and a small trail following it.

In addition to immersion, I want to include the re-entry effects in at least two elements of the narrative itself:
(this entry is a work in progress, last updated: 2023-06-26).
These are the different elements considered or planned for Synethesia.
These are the gameplay elements that enhance the narrative, provide extra flavor or information to player and may be used as part of a quest.
USE on them.SCAN key and points cursor at a landmark or a zone of interest. This reveals a short message that can be a helpful clue.These are the elements that have to do with the actual primary gameplay loop.
(to be expanded)
The primary loop is explore - cover - shoot. The player moves around complicated urban terrain, engaging human and creature enemies in tactical gunfights, managing their resources (maintaining weapons, keeping up with ammo counts, making sure equipment matches the enemies player is facing).
The game is influenced by S.T.A.L.K.E.R. series, Fallout: New Vegas and Arma 3. The primary activities in this game are: