Docking is way harder when the spaceship is moving...

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  • čas přidán 31. 03. 2024
  • Just a quick docking test for my game, Out of Orbit.
    Join the Discord Server:
    / discord
    Out of Orbit on steam:
    store.steampowered.com/app/18...
  • Hry

Komentáře • 21

  • @Joebaseball-qp2nk
    @Joebaseball-qp2nk Před 2 měsíci +37

    Objective: ask the ship captain wtf they’re doing going 85 in a 50

  • @Ivan.V.
    @Ivan.V. Před 2 měsíci +27

    ah yes, automatically recognised game: space station 13

    • @the_fenix_3247
      @the_fenix_3247 Před 2 měsíci +4

      I mean space station 14 wants to be like this

    • @Jedai_Games
      @Jedai_Games Před 2 měsíci +1

      I thought I was only one who got Vietnam War Flashbacks just from title of the video

  • @christopherweaver9543
    @christopherweaver9543 Před 2 měsíci +13

    Oh cool, reminds me of heat signature
    Always wanted more games like that, good luck to you

    • @outoforbit255
      @outoforbit255  Před 2 měsíci +1

      Thanks for the comment, i really appriciate it!

    • @botbert9003
      @botbert9003 Před 2 měsíci

      Speaking of Heat signature, being able to match speed like you can in the pods with nearby ships might be a good idea.
      Not sure how viable/hard it would be to implement with your systems @@outoforbit255, but could be something to look into. 👍

  • @akulishovgg994
    @akulishovgg994 Před 2 měsíci +3

    cool game, dude, keep workin` on it

    • @outoforbit255
      @outoforbit255  Před 2 měsíci

      Thanks dude! really appriciate your comment!

  • @frostden
    @frostden Před 2 měsíci +5

    Game developer here. I spend a _lot_ of time working on the problem of moving grid based entities in different reference frames interacting. Then I played Heat Signature, and I was like... huh.
    Heat Signature is an okay game. But it's not fun enough for me to keep playing. Even though it's way more technically robust. So I gave up.
    Having said that, looking at this clip: czcams.com/video/p-bCCxvGo7k/video.html , you've made a lot of progress very quickly...
    But it lags a lot during the collision...
    Ohhhhh...
    You're simulating every block of a ship as an entity in the SAME frame of reference?
    Yeah, okay. Maybe PCs have come far enough now that that's plausible.

    • @outoforbit255
      @outoforbit255  Před 2 měsíci +4

      Might be a fun idea to give away a small bit of my Secret. Yes, the blocks are simulated every frame, but it is not what it looks like. The blocks and grids are not rotated at all, at least not really. What you are looking at are just replica of the grid that is drawn and processed outside bound. What you are seeing is a rotating and moveable ghost of block haha. Does that make any sense?

  • @irregularguy6465
    @irregularguy6465 Před 2 měsíci +4

    just some things i thought were odd
    - the engine's thrust plumes should be a lot more dangerous, even past the visual effect
    - with the ship accelerating and the pod unmanned, the pod should be left in the dust

    • @outoforbit255
      @outoforbit255  Před 2 měsíci

      Yes true, the trust flumes will be dangerous. I'm still not sure about the acceleration thing. Players have playtested it before and they bounce all across space and hitting every spaceships, so I put down a speed limit on the ships, and they will slowdown when no key is pressed. Perhaps I'll change that later

    • @irregularguy6465
      @irregularguy6465 Před 2 měsíci +2

      @@outoforbit255putting a speed limit on objects in space kills 99.99% of what makes space, space imo

    • @outoforbit255
      @outoforbit255  Před 2 měsíci

      @@irregularguy6465 It was really bad when the game was in the playtest phase. Players complained the controls where to hard, they die everything approciaing a spaceship because they where flying way to hard and out of control. lol I guess i still have to find a good balance

  • @MACMAN2003
    @MACMAN2003 Před 2 měsíci +3

    seems like the movement of the ships are messing with the physics engine's calculations, i wonder if you could get more accurate results by keeping the player at 0 0 and moving everything else around, similar to how outer wilds handles floating point inaccuracies

    • @outoforbit255
      @outoforbit255  Před 2 měsíci

      I am not using a physics engine. Can you point me out to the inaccuries you mentioned? Love to solve them :)

    • @MACMAN2003
      @MACMAN2003 Před 2 měsíci +1

      @@outoforbit255at 0:14 when the smaller spaceship slowly brushes against the larger spaceship, it seems to be repelled by much more force than what would be expected

    • @outoforbit255
      @outoforbit255  Před 2 měsíci +1

      @@MACMAN2003 ah yes, I see, it also seems like it barely touched it. That is already fixed. I'll upload a new video soon with some progress

    • @abe881
      @abe881 Před 2 měsíci

      I'm not gonna lie, I thought this was a futurama joke