Crowd Funding – Game in the Brain

So, Prynze and Nicco are almost done—at least with the 300DT ring habitat. The target is March 14. I’m surprised by how bad or short my reach is on this. There are only 5 views and no interest. Where should I promote this? Will I be able to get it funded in 1,000 USD increments

We’re moving forward with developing our Virtual Tabletop (VTT) tool, aiming to bring realistic orbital mechanics and space encounters into tabletop RPGs, simulations, and educational experiences. Here’s our clear plan for what’s coming next:

1. Finalize Project Scope and Prototype

  • Clearly define the core Minimum Viable Product (MVP):
    • Object placement and basic orbital mechanics.
    • Multiplayer infrastructure and GM controls.
    • Simple time control and scenario save/load system.

2. Fundraising and Community Involvement

We’re exploring Kickstarter-like funding options to build community engagement and secure resources. To achieve this effectively, our strategy includes:

  • Clarifying Campaign Strategy: Deciding whether to pursue smaller incremental updates with quick (1-2 month) deliverables or larger, more ambitious releases spanning longer timelines. Your feedback is valuable—let us know your preference!
  • Marketing and Outreach:
    • Creating clear, engaging promotional materials to communicate project goals and scope.
    • Investing upfront in professional visuals, videos, and explanatory assets to help potential backers clearly understand the value and excitement of this project.

3. Preparing Project Assets

To support the campaign and ongoing updates:

  • Clearly defined documentation and visual assets to showcase core functionality and roadmap features.
  • Demonstrating a prototype or concept visualization to clearly illustrate capabilities.
  • Regular updates and feedback loops to keep backers engaged and involved.

Building a Space Simulation Virtual Tabletop (VTT) Tool

A New Way to Experience Space in Games and Simulations

What if we had a Virtual Tabletop (VTT) tool that allowed us to simulate and visualize space with real physics? A tool where players and Game Masters (GMs) could see the actual distances between space stations, satellites, and planets, making space feel as vast as it truly is.

This project aims to create a multiplayer space simulation tool where:

  • Game Masters (GMs) and players can map out a star system, including planets, satellites, and space stations.
  • Players can plan space travel using realistic orbital mechanics, including Hohmann transfers, Brachistochrone trajectories, and intercept calculations.
  • Missions can be run with realistic delta-V budgets, launch windows, and constraints that affect how spacecraft move through space.
  • A dynamic timeline allows users to fast-forward, pause, or step backward in time to see how orbits evolve.
  • GMs can control visibility and permissions, allowing players to only see what their ships or stations would realistically detect.

This tool can be used in tabletop RPGs, educational settings, and strategic simulations to model space encounters, exploration, and industry.

Imagine setting up the Earth System—complete with all satellites, space stations, and Lagrange points. Now, picture extending this to asteroid mining, deep-space missions, and even speculative 2050-era space industry, where LEO-GEO manufacturing and Lunar He3 mining are shaping the future of humanity.

This project, developed under Game in the Brain, is an effort to make Science Accessible and fun when being used in space gaming and simulation —making orbital mechanics and the space industry playable so that people learn it. Being open source people can add more tools and help in using the tool to be more helpful.

Comparison to Similar Games

The closest existing game for comparison is Children of a Dead Earth (COADE) on Steam, known for its detailed orbital mechanics. However, our tool emphasizes ease of use and scenario-building by allowing GMs to easily create and manage locations and objects, placing them in simplified orbits. Unlike COADE, our VTT tool intentionally simplifies gravitational physics:

  • Limited Gravitational Physics: No complex 3-body interactions, strictly 2-body orbits.
  • Stable Orbits Only: The tool recommends stable orbital ranges, preventing the complexity of orbit “collapses.”
  • Simpler Than JUNO (Simple Rockets): Currently, there are no detailed rocket-building features. Instead, predefined rockets and delta-V budgets streamline scenario-building.
  • Barycenter & Orbit Stability: Uses simplified barycenter mechanics for orbital systems, offering stable, clearly defined orbital paths.

This tool prioritizes lightness and accessibility, allowing GMs and players to quickly set up and manage their space adventures.

Platform Compatibility

Built in Godot, the tool will initially be exported for:

  • Windows
  • Linux
  • Android (not yet optimized for touch controls)
  • Web (primarily for testing purposes, as browser performance may be limited)

While Web and Android versions will be available for testing and basic interaction, the primary recommended platforms initially are Windows and Linux.

Project Scope: Building the Foundations

1. Core Features

🔹 Object Placement & Hierarchy

  • Ability to create and place Empties (EPs), representing planets, ships, and satellites.
  • Objects follow a parent-child hierarchy, e.g., the Moon orbits Earth, and a satellite orbits the Moon.
  • Attach 3D models to objects (e.g., ISS model for an empty representing the space station).

🔹 Multiplayer & GM Tools

  • GM/Host Control: Visibility settings, object placement, edit permissions.
  • Player Permissions: Players can propose changes and view only approved data.
  • Multiplayer in Godot: Initially using VPNs, but ideally using Godot relay services (potentially hosting a free relay system on Contabo for ~$70 per year).

🔹 Camera & Visualization

  • Follow objects dynamically (e.g., tracking a spaceship) with first-person flying controls.
  • Variable speed controls (Shift to accelerate, Ctrl to decelerate).
  • Adjustable magnification to simulate telescopes and human vision, with occlusion mechanics to handle visibility limits.
  • Backgrounds with stars, and later, accurate star lighting models.

🔹 Time Control & Animation

  • Time steps: Pause, real-time (1:1), fast-forward (1:1000), or custom increments (seconds, hours, days, weeks).
  • Orbits animate over time, allowing users to see past and future positions.

🔹 Save & Load System

  • Save scenarios with date-time-versioned filenames.
  • Load previous states for scenario planning.

2. Orbital & Path Features

🔹 Orbit Paths

  • Basic Rings: Initial orbits are circular paths.
  • Advanced Paths (Future Updates): Elliptical orbits, multi-body calculations, and gravity simulation.

🔹 Path Tools

  • Point-to-Point (P2P) Distance: Calculate the distance between objects at any time, especially as they move dynamically.
  • Intercept Path: Determines the closest possible approach between two moving objects, allowing for intercept calculations.
  • Hohmann Transfer Simulation: Calculates orbital changes needed to reach a celestial target.
  • Brachistochrone Trajectory: Simulates high delta-V travel between two points.

🔹 Unit & Measurement Customization

  • Distance displayed in km, AU, light-seconds, light-minutes, and customizable units.
  • Measurement tools allow users to see distances and time to intercept.

3. Realism & Game Applications

🔹 Modeling Space Industry

  • Launch payloads into LEO and GEO with real-world rocket specs (Ariane, SpaceX, CNSA, ISRO, etc.).
  • Rocket Equation Calculator: Determines how far a given delta-V budget can reach.
  • Asteroid mining scenarios: Calculates costs and feasibility of moving asteroids into useful orbits.

🔹 RPG & Strategy Integration

  • Designed for Game Masters running sci-fi RPGs (e.g., Cepheus Engine, Traveller, or homebrew settings).
  • Allows for space combat (intercept tracking and difficulty in losing targets), trade routes, and exploration based on real physics.
  • Supports storytelling in a 2050+ setting, where players participate in the growing space economy.

Next Steps: Building the Prototype

Phase 1 (MVP Development)

Basic UI & Object Management
Multiplayer Infrastructure & GM Controls
Time Controls & Save System
🚀 Basic Orbital Paths (Rings)

Phase 2 (Core Gameplay Features)

🔄 Advanced Orbital Tools (Elliptical, Transfers, Intercepts)
🔭 Camera & Visualization Enhancements
🔧 Modular Systems for Future Expansions

Phase 3 (Expansion & Refinement)

🌌 Physics-Driven Simulations (Delta-V, Multi-Body Gravity)
📡 More Detailed Space Environments
🛰️ Integration with Other Tools & API Support


Final Thoughts

This project is about making orbital mechanics and space exploration tangible—whether for games, storytelling, or education. With this VTT tool, we can bring the real scale and challenges of space travel into tabletop gaming and beyond.

If you’re interested in space simulation, RPGs, or sci-fi storytelling, stay tuned for updates!

Would you use a tool like this in your games or projects? Let us know! 🚀

Sources:

  • Research by Dario Izzo at the European Space Agency on optimal orbital trajectories with continuous thrust propulsion systems.
  • Papers on “Continuous Thrust Time-Optimal Orbital Transfers” in the NASA Technical Reports Server.
  • “Minimum-Time Orbital Maneuvers” research in the Journal of Spacecraft and Rockets.
  • “Orbital Mechanics” by John Prussing and Bruce Conway, which covers time-optimal transfers.
  • Studies on “constant-acceleration trajectories” relevant to modern propulsion systems.

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