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Aurora 4X — Godot 4.6.2 Remake
Game Design Document & Developer Preparation
Status: Pre-production / Architecture phase
Engine: Godot 4.6.2
Genre: Real-time 4X Space Strategy with time scaling
Reference: Aurora 4X by AuroraSteve
Table of Contents
- Game Vision
- Core Gameplay Loop
- Time System Design
- Resource System Design
- Planet & Body Design
- Mining System Design
- Architecture Overview
- Threading Model
- Class Reference
- Developer Checklist
- Open Questions
1. Game Vision
A faithful real-time reimagining of Aurora 4X in Godot 4. The goal is to preserve Aurora's depth — procedural star systems, mineral economics, ship design, exploration, and diplomacy — while modernizing the experience with a proper real-time engine, time scaling, and a cleaner UI.
Design pillars:
- Depth over accessibility — Aurora's complexity is a feature, not a flaw
- Simulation integrity — the numbers must hold up at any time scale
- Modular systems — each simulation domain (economy, combat, diplomacy) is isolated and independently tickable
- Performance budget awareness — late-game with dozens of colonies and hundreds of ships must remain playable
2. Core Gameplay Loop
Explore star systems
→ Survey planets and bodies for minerals
→ Colonize and deploy mines
→ Extract minerals → Build ships & installations
→ Expand to new systems
→ Encounter alien races → Diplomacy or War
→ Repeat at larger scale
Key differences from the original Aurora:
- Real-time instead of turn-based increments
- Time scaling (1x → 64x+) replaces "advance X days" buttons
- Visual star map and orbit rendering instead of text tables
- Event-driven pause system (game pauses automatically on important events)
3. Time System Design
Philosophy
All simulation math is rate-based, not tick-based. This means:
- Mining produces X tons per second rather than X tons per turn
- Any system consuming time receives a
scaled_delta(real delta × time scale) - At 64x,
scaled_deltais simply 64× larger — no special casing anywhere
Time Scale Ladder
| Level | Scale | Use Case |
|---|---|---|
| 1 | 1× | Combat, diplomacy, precision decisions |
| 2 | 2× | Routine fleet movement |
| 3 | 4× | Short transit legs |
| 4 | 8× | Long transit legs |
| 5 | 16× | Waiting for construction |
| 6 | 32× | Long colonization phases |
| 7 | 64× | Early game exploration stretches |
| 8+ | 128×+ | Optional / player settings |
Auto-Pause Events
The game automatically drops to paused when:
- A mineral deposit is fully depleted
- An unknown contact appears on sensors
- A construction order completes
- A ship takes damage
- A diplomatic message is received
- A colony falls below minimum supply threshold
GameClock — Autoload
Single source of truth for all time in the game. Nothing reads delta directly — everything calls GameClock.get_scaled_delta(delta).
# Autoload: GameClock
const SCALES: Array[float] = [1.0, 2.0, 4.0, 8.0, 16.0, 32.0, 64.0]
var time_scale: float = 1.0
var paused: bool = false
var elapsed_game_time: float = 0.0 # total in-game seconds
func get_scaled_delta(delta: float) -> float
func set_scale(scale: float) -> void
func toggle_pause() -> void
func faster() -> void
func slower() -> void
4. Resource System Design
The 11 Minerals
Directly ported from Aurora 4X. Each has a distinct role in construction and technology.
| # | Mineral | Primary Use |
|---|---|---|
| 0 | Duranium | Hull plating, construction |
| 1 | Neutronium | Armour, advanced hulls |
| 2 | Corbomite | Electronic components |
| 3 | Tritanium | Engines |
| 4 | Boronide | Power plants |
| 5 | Mercassium | Sensors |
| 6 | Vendarite | Weapons |
| 7 | Sorium | Fuel (found mainly on gas giants) |
| 8 | Uridium | Shields |
| 9 | Corundium | Ground forces equipment |
| 10 | Gallicite | Missile components |
Deposit Properties
Each deposit on a body has exactly two values:
| Property | Range | Effect |
|---|---|---|
amount |
0 – 999,999 tons | Total remaining; depletes over time |
accessibility |
0.1 – 1.0 | Multiplier on mine output rate |
Mining rate formula:
tons_per_second = mines_assigned × accessibility
At accessibility 1.0, one mine extracts 1 ton/sec of in-game time. At 0.1, ten mines are needed for the same throughput. These base values are tuned during balancing.
Deposit Distribution by Body Type
Not every mineral appears on every body. Spawn probability during procedural generation:
| Body Type | Spawn Chance per Mineral |
|---|---|
| Rocky planet | 60% |
| Moon | 45% |
| Asteroid | 80% (low amount, high accessibility) |
| Gas giant | 10% (Sorium-weighted) |
| Comet | 25% |
Survey Mechanic
Deposits are hidden until surveyed. A geological survey ship must complete a survey mission on the body before deposits appear. This preserves Aurora's exploration tension.
deposit.surveyed = falseby defaultget_active_deposits()filters out unsurveyed deposits- Survey progress is a time-based operation (affected by time scale)
5. Planet & Body Design
PlanetBody — Plain Class (not Node or Resource)
Critical:
PlanetBodymust NOT extendResourceorNode. It is mutated from the economy worker thread. Plain GDScript classes are thread-safe to read/write; Godot's built-in base classes are not.
Properties:
body_name: String
body_type: String # "Rocky", "Moon", "Gas Giant", "Asteroid", "Comet"
gravity: float # relative to Earth (1.0)
temperature: float # Kelvin
deposits: Dictionary # MineralDeposit.Type (int) → MineralDeposit
Save/Load: Serialized manually to JSON or a custom binary format. Do not rely on ResourceSaver.
Body Types and Gameplay Role
| Type | Mining | Colonization | Notes |
|---|---|---|---|
| Rocky planet | Yes | Yes | Main colony targets |
| Moon | Yes | Limited | Good early mining |
| Asteroid | Yes | No | High accessibility, low total |
| Gas giant | Sorium only | No | Fuel source |
| Comet | Rare minerals | No | Worth hunting |
6. Mining System Design
MiningOperation — One Per Colony
Each colonized body that has mines deployed has exactly one MiningOperation. It references the body and tracks the deployed mine count and local stockpile.
Tick behavior:
- Get all active (surveyed, non-depleted) deposits
- Divide
mines_deployedevenly across active deposits - Call
deposit.extract(scaled_delta, mines_share)on each - Accumulate extracted amounts into
stockpile - Collect and return any depletion events
Mine allocation (v1 — simple):
Mines split evenly across all active deposits. Future versions can allow player-directed allocation per mineral type.
Stockpile Flow
PlanetBody deposits
→ MiningOperation.stockpile (local buffer)
→ Colony inventory (global pool per empire)
→ Construction queues consume from colony inventory
→ Freighters transport between colonies
The local stockpile buffer means mining output doesn't instantly teleport to construction — freighters must move it, preserving Aurora's logistics gameplay.
7. Architecture Overview
Node Tree (Main Scene)
Main
├── GameClock (Autoload)
├── EconomyManager (Node — _process every frame)
├── StarSystemManager (Node — owns all PlanetBody instances)
├── FleetManager (Node)
├── UILayer (CanvasLayer)
│ ├── StarMap
│ ├── ColonyPanel
│ ├── EventLog
│ └── TimeControls
└── EventBus (Autoload — for cross-system signals)
System Boundaries
| System | Owns | Communicates via |
|---|---|---|
| EconomyManager | MiningOperations, EconomyWorker | EventBus signals |
| StarSystemManager | PlanetBody, star layout | Direct reference |
| FleetManager | Ship instances, movement | EventBus signals |
| UI | Display only | Reads snapshots, listens to EventBus |
Rule: UI never writes to simulation data. It reads snapshots and sends player commands through a command queue.
8. Threading Model
Why a Thread
At 16x–64x time scale, the economy tick can process significant simulation work per real frame. Moving it off the main thread keeps rendering and input at full frame rate regardless of simulation load.
Thread Safety Rules
- Only plain GDScript classes (
class_name Foo, noextends) are mutated from the worker thread - Never call
emit_signal()from the worker thread — use an event queue instead - Never instantiate Nodes from the worker thread
- Always lock the mutex before reading OR writing shared data from either thread
- The main thread owns the UI — the worker thread never touches display state
Architecture
Main Thread Worker Thread
───────────────────────────────── ──────────────────────────────────
GameClock._process(delta)
→ EconomyManager._process(delta)
→ worker.push_delta() ──────→ Semaphore wakes _run()
→ worker.poll_events() ←────── _process_tick(scaled_delta)
→ emit via EventBus for each MiningOperation:
→ maybe pause clock deposit.extract()
accumulate stockpile
collect events → queue
EconomyWorker Internals
_thread: Thread
_semaphore: Semaphore # main posts, worker waits
_mutex: Mutex # guards all shared state
_operations: Array # MiningOperation list
_pending_delta: float # accumulated scaled delta
_pending_events: Array # event queue (drained by main thread)
Delta accumulation: If the main thread posts faster than the worker can process (unlikely but possible at extreme time scales), _pending_delta accumulates rather than dropping ticks. The worker drains the full accumulated delta on its next wake.
Reading Data from UI
The UI must never read stockpile or deposit amounts directly without a mutex-guarded snapshot:
# EconomyWorker — safe snapshot for UI
func get_stockpile_snapshot(op: MiningOperation) -> Dictionary:
_mutex.lock()
var snapshot := op.stockpile.duplicate()
_mutex.unlock()
return snapshot
UI refresh timer: every 0.5 real seconds — not every frame.
9. Class Reference
MineralDeposit
| Base | None (plain class) |
| Thread-safe | ✅ |
| File | mineral_deposit.gd |
| Member | Type | Notes |
|---|---|---|
type |
Type (enum) |
One of 11 mineral types |
amount |
float |
Tons remaining |
accessibility |
float |
0.1 – 1.0 |
surveyed |
bool |
Hidden until geological survey |
get_rate(mines) |
float |
Tons/sec at given mine count |
extract(scaled_delta, mines) |
float |
Mutates amount, returns extracted |
is_depleted() |
bool |
True when amount ≤ 0 |
PlanetBody
| Base | None (plain class) |
| Thread-safe | ✅ |
| File | planet_body.gd |
| Member | Type | Notes |
|---|---|---|
body_name |
String |
|
body_type |
String |
Rocky / Moon / Gas Giant / etc. |
gravity |
float |
Earth = 1.0 |
temperature |
float |
Kelvin |
deposits |
Dictionary |
int → MineralDeposit |
add_deposit(d) |
void |
|
get_deposit(type) |
MineralDeposit |
|
get_active_deposits() |
Array |
Surveyed + non-depleted only |
MiningOperation
| Base | None (plain class) |
| Thread-safe | ✅ |
| File | mining_operation.gd |
| Member | Type | Notes |
|---|---|---|
body |
PlanetBody |
|
mines_deployed |
int |
|
stockpile |
Dictionary |
Type → float (tons) |
tick(scaled_delta) |
Array |
Returns events (depletions) |
get_total_rate() |
Dictionary |
Type → tons/sec, for UI |
EconomyWorker
| Base | None (plain class) |
| Thread-safe | ✅ (internally managed) |
| File | economy_worker.gd |
| Member | Type | Notes |
|---|---|---|
start() |
void |
Launches thread |
stop() |
void |
Graceful shutdown, waits for thread |
push_delta(scaled_delta) |
void |
Called from main thread each frame |
add_operation(op) |
void |
Register a colony |
remove_operation(op) |
void |
Deregister a colony |
poll_events() |
Array |
Drain event queue (main thread) |
get_stockpile_snapshot(op) |
Dictionary |
Safe UI read |
EconomyManager
| Base | Node |
| Thread-safe | Main thread only |
| File | economy_manager.gd |
Thin coordinator. Drives EconomyWorker each frame, handles events from the worker, emits signals on EventBus.
GameClock
| Base | Node (Autoload) |
| Thread-safe | Main thread only |
| File | game_clock.gd |
All time scaling lives here. Never read delta directly anywhere else in the project.
ResourceGenerator
| Base | None (static methods) |
| Thread-safe | ✅ (no state) |
| File | resource_generator.gd |
| Member | Notes |
|---|---|
generate_deposits(body, rng) |
Procedurally populates a PlanetBody |
_spawn_chance(body_type) |
Per-type probability table |
10. Developer Checklist
Phase 0 — Foundation
- Set up Godot 4.6.2 project structure (
Core/,Systems/,UI/,Data/) - Implement
GameClockautoload - Implement
EventBusautoload (for cross-system signals) - Write unit tests for
MineralDeposit.extract()— verify math at 1x, 16x, 64x scale - Write unit tests for delta accumulation in
EconomyWorker
Phase 1 — Resource System
MineralDeposit— full implementation + testsPlanetBody— full implementationResourceGenerator— procedural deposit generationMiningOperation— tick logic + event returnEconomyWorker— thread, mutex, semaphoreEconomyManager— main thread coordinator- Verify thread shutdown is clean on scene change and game exit
Phase 2 — Star System
- Procedural star system generation (stars, planets, moons, asteroid belts)
- Orbital mechanics (visual only — positions, not physics sim)
StarSystemManagernode- Survey mission system (time-based, uses
GameClock)
Phase 3 — Colony & UI
- Colony creation flow (ship delivers colony module)
- Mine deployment UI
- Stockpile display (snapshot-based, 0.5s refresh)
- Event log panel (depletion notices, auto-pause triggers)
- Time controls UI (pause, scale ladder, keyboard shortcuts)
Phase 4 — Construction
- Construction queue system
- Mineral consumption from colony stockpile
- Freighter / logistics system (move stockpile between colonies)
Phase 5 — Ships & Fleets
- Ship component / design system
- Fleet movement (real-time, scaled)
- Basic sensor / detection system
Phase 6 — Expansion
- Jump point discovery and inter-system travel
- Non-Player Race (NPR) basic AI
- Diplomacy framework
11. Open Questions
| # | Question | Priority |
|---|---|---|
| 1 | What is the base mining rate (tons/sec per mine at 1x)? Needs balancing pass. | High |
| 2 | Should mine allocation be automatic (even split) or player-directed per mineral? | High |
| 3 | At what time scales should auto-pause be suppressible by the player? | Medium |
| 4 | Save file format — JSON (human-readable) or custom binary (performance)? | Medium |
| 5 | Is Sorium (fuel) part of the same mining pipeline or a separate extraction type? | Medium |
| 6 | Should asteroid belts be individual bodies or a single aggregate body? | Low |
| 7 | How many colonies realistically before the thread model needs profiling? | Low |
Document version 0.1 — Initial architecture session
Last updated: May 2026