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. 👍
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.
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?
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
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 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
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
@@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
Objective: ask the ship captain wtf they’re doing going 85 in a 50
Perfect haha
ah yes, automatically recognised game: space station 13
I mean space station 14 wants to be like this
I thought I was only one who got Vietnam War Flashbacks just from title of the video
Oh cool, reminds me of heat signature
Always wanted more games like that, good luck to you
Thanks for the comment, i really appriciate it!
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. 👍
cool game, dude, keep workin` on it
Thanks dude! really appriciate your comment!
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.
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?
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
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
@@outoforbit255putting a speed limit on objects in space kills 99.99% of what makes space, space imo
@@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
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
I am not using a physics engine. Can you point me out to the inaccuries you mentioned? Love to solve them :)
@@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
@@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
I'm not gonna lie, I thought this was a futurama joke