Did I mention I'm only using a text 'mode' for the time being?
I will add graphics, but only when I'm happy with the base design.
I have made a space game before, but I started with graphics from the start and it was tough constantly changing them when I had to add new things.
@SIDEWINDER
I plan to make it very detailed because I would like to be able to allow the player to explore the planets surface and this will require the planets to have lots of details so that it has something to build the surface from. I will have solar systems, but I'm not sure what would be the best way of placing each particular system and whether or not I should have two map modes, one to explore the galaxy(hyper-drive) and one to explore the system that you enter from the 'Hyper-drive map'. I call it a map even though it will actually be the main view the player will use to fly around in.
Here's a list of what I plan to add, but its not final and will grow and be edited as needed.
Size/Radius
Mass
Gravity
Name
Description(Might give this a miss, unless I can figure out how to add flourishes to the text, other wise you might as well just read the stats of that particular planet)
Orbits(Sun with planets around it, like our Solar System. Easy to do, but will need a lot of tweaking)
Structure/Composition(like you mentioned)
Atmosphere/Weather(these may need to be separate from each other for many reasons)
Local star or stars AKA suns(will need research)
Minerals/Metals/Resources(This would affect the magnetics's of the planet)
Please suggest more variables if you can think of any, not matter how trivial you think it to be...
I have not thought about how the storyline will work, I suppose if I use time as a factor for orbits and so forth, then I suppose it would be logical(

) to have time constraints for certain missions and story lines. Its something which could turn out really badly if not done correctly, but would add a LOT of realism to the mission/story aspect of the game.
Please feel free to tell me what you would do if you were in my shoes or better yet, hop on board and help me program this sucker, I'm using Dark Basic Pro though so you would have to find copy from somewhere

nudge nudge.
@HORACE
Once again you have shown me the way, I WILL use that idea of using parts of real or fake names, but I will have 3 or 4 categories for certain parts of names. Anything from Cat1(always the start of a name) will fit with Cat2 and anything from Cat2 will fit with Cat3 and so on, then I can randomize how many categories to use and then randomly pick from each category.
I suppose the last category would be numbers and so forth, like Omicron Percei 8 which would be split up like so, Omi(CAT1)-cr(CAT2)-on(CAT3) Per(CAT4)-cei(CAT5) 8(CAT6), that particular name would need 6 categories to choose from, maybe less if I revise the method. Its such a great way of getting decent sounding names. Although there may be some odd ones on the occasion, but I can just say its because of the alien language,

.
Like I stated earlier in this long post, I am currently coding in Dark Basic Pro, but so far my code is so simple and similar to Amos Pro that would only take me an hour or two to convert it, but I doubt I could do such a detailed game in Amos with graphics included. There will most likely be a lot of searching and referencing needed by the language, like FOR_NEXT loops and DO_WHILE, which will not be good if it needs to be done for 500 planets or more.
However, if SIDEWINDER wishes to join me as a joint and equal designer/coder, then I would be more than happy to make it an Amos project which can be hosted here on the site.
I shall apologise now about the long and difficult to read post, hope no-one gets a head/nerd-ache

I've added the big gaps to make it easier to read, so don't ask

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Please give opinions, design tips, warnings or anything else for that matter, since this will be a big project for a lone gunner and any help is greatly appreciated. Horace and Sidewinder, you have already helped me immensely with your previous posts and have saved me a lot of time and effort, so thank you very much.

. .The End...
