The naively ambitious starting point for this project was the idea for a space farming game, wherein the player must manage an interplanetary farming supply chain at relativistic distances and speeds. The core mechanic would involve deciding when to send off your ships at how fast such that they return from their voyages, time dilation and all, with a full harvest of crops.
Pretty early on I encountered two glaring problems with this idea. To start, a game centered around logistics management combined with astrophysics must have such a small niche that it might not even exist, but more importantly I realised that I hadn’t wrapped my head around time dilation enough to do anything productive with it. I needed to approach the concept in a much smaller way first.Continue reading “Time Dilation”