Missions, Mayhem, and Meaningful Choices: The Galaxy Gets Dangerous
By Ashton Data Publishing, LLC — proudly turning simple tasks into heroic disasters since Day One
Greetings, brave travelers of the void!
Welcome to Dev Blog #7! Last time, our alien NPCs learned to think (sort of), talk (awkwardly), and walk (occasionally into walls). This week, we unleashed something even more powerful…
Mission Systems.
Yes, the very framework that decides why you’re running across a desert moon at 3 AM being chased by an angry space goat. Again.
Let’s dive in.
Mission Framework: The Backbone of Adventure
We spent this week building the core foundation that every mission—big or small—will use throughout AD Galaxy Traveler.
Mission Types Implemented:
- Main Story Missions — Advance the central narrative, reveal secrets of the Lost Sectors.
- Faction Missions — Earn reputation, gear, and the occasional awkward thank-you gift from aliens.
- Side Missions — Everything from rescue ops to helping someone find their misplaced quantum wrench.
- Procedural Missions — The galaxy generates them dynamically based on planetary conditions, local drama, or cosmic chaos.
- Exploration Missions — Survey ruins, collect data, and avoid being eaten by glowing wildlife.
- Contract Missions — Bounties, courier jobs, cargo escort, and “please don’t ask what’s inside this crate.”
Each mission type uses the same backbone, making them easy to scale up without exploding the dev team’s sanity.
Mission Generator: A Galaxy Full of Stories
We’ve built a procedural mission generator that pulls from:
- Planet conditions
- Weather
- Faction conflicts
- Local economy
- NPC relationships
- Player reputation
- Random cosmic nonsense
The result?
No two playthroughs are the same.
A sample generated mission this week:
“Retrieve stolen mining equipment from a group of very confused Verrik philosophers who insist the tools belong to the ‘Cosmic Hive.’”
We did NOT write that manually.
The generator is getting… creative.
Mission Stages: Structured Chaos
Every mission now has up to 5 phases:
- Briefing
Delivered by:
- NPCs
- Holographic terminals
- Angry robots
- Mysterious encrypted transmissions
- Travel
Planet surfaces, starports, derelict ships — your mission may take you anywhere.
- Engagement
This may include:
- Combat
- Diplomacy
- Stealth
- Negotiation
- Persuading the AI not to lock you in an airlock
- Resolution
Choices matter!
You can:
- Complete the mission
- Fail the mission
- Betray someone
- Form an alliance
- Or — in true sci-fi tradition — blow something up accidentally
- Consequences
Factions remember. NPCs remember.
Sometimes even the goats remember.
Dynamic Mission Outcomes: Choices That Echo Across the Stars
We implemented the first version of our branching outcome system.
Now missions can end in:
- Success (clean or messy)
- Partial success
- Failure
- Catastrophic failure (our favorite)
- Unexpected twists
Outcomes affect:
- Planet conditions
- NPC trust
- Faction alliances
- Future missions available
- Trade prices
- Galaxy rumors (“Did you hear what that human did?”)
This is how AD Galaxy Traveler shifts from a shooter into a true role-playing simulation.
Faction Influence: Make Friends. Or Don’t.
This week’s focus included how missions tie into faction systems.
Factions track your:
- Reputation
- Reliability
- Aggression level
- Past betrayals
- Weird decisions (yes, the game remembers)
Examples:
- Help the Miners Guild → better prices on raw ore
- Betray the Traders Union → expect surprise ambushes
- Side with pirates → gain black market access, lose everyone else’s trust
Your mission history becomes your character’s legend.
Mission Rewards: More Than Just Loot
We programmed rewards to scale dynamically based on:
- Difficulty
- Player choices
- Planet hazards
- Faction trust
- Your current progression
Possible rewards:
- Credits
- Gear
- Weapons
- Skill increases
- New contacts
- Access to restricted sectors
- Ship upgrades
- Exotic pets (seriously, this got into the generator somehow)
Memorable Bugs of the Week
Testing missions gave us… moments.
- One mission spawned 147 space goats instead of 3.
- A Verrik philosopher refused to stop following the player, whispering life advice for 23 minutes.
- A rescue mission spawned the NPC inside a crate.
- An assassination target spawned as a vending machine.
We fixed most of these.
Most.
Final Thoughts for Dev Blog #7
Mission systems are now alive — flexible, dynamic, and capable of generating everything from grand adventures to bizarre side stories.
Next week:
Dev Blog #8 — “The Lost Sectors: Planets, Hazards, and Biomes Come to Life”
Until then, choose your missions wisely, check your gear twice, and remember:
If a holographic NPC says “This will be easy,” they’re probably lying.