They bragged about it being procedural in interviews.
What I was never clear on was the degree of cherry picking they did. There were 800 worlds on something like nine disks, each unique and peppered with minerals and artifacts.
They bragged about it being procedural in interviews.
What I was never clear on was the degree of cherry picking they did. There were 800 worlds on something like nine disks, each unique and peppered with minerals and artifacts.
Star Control 2 (which takes many Starflight influences and also hired Greg Johnson) also used a lot of procedural generation. It has around 500 stars and 4000 worlds with minerals and lifeforms. I recall the SC2 lead programmer Fred Ford saying they used a fixed seed, and they went through many seeds until they found one that looked good. I presume Starflight was of the same mindset.