Notes from building Protocol Era and its games: the setting, the systems, and the decisions behind them.
Entries are numbered in reading order. Start at the top to follow along from the beginning, or at the bottom for the latest.
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#1 Jump Limits in Protocol Era
A space combat game has to invent terrain to keep combat interesting. In Protocol Era, I fabricate terrain by imposing limits on how close an FTL jump can get to an astronomical body.