Re: Centrifugal Game
Posted: Mon Jul 08, 2013 2:56 am
Thank you all for such great feedback on this project!
Many of the ideas you've floated are easy and clear add-ons for the game: radar, orbit lines, changing to an inertial frame (at least temporarily, or perhaps as an instant-replay view). I also like the idea of making the thrusters weaker - I'll have to experiment with that more.
As for docking, it originally started as purely a docking sim. (Like I mentioned, the docking discussion was a prime inspiration). However, it was hard to get the game to showcase the centrifugal aspects of docking. Namely, if moving is too easy, you can just fly toward an object and ignore centrifugal forces. If moving is too hard (aka you get only 2 thrusts), you really would need to sit down with a pen and paper to figure out when and how to fire your thrusters. Long story short (too late), I added in the shooting element. Much clearer. I *would* like to add some docking element back in, though. It wouldn't be the main goal, but maybe I would place some powerups or other such items floating around, and you need to reach them.
As for your friend, Robly, feel free to pass it along.
One more thing... In the gravity section of the forum, Lagrange points have come up a fair amount. They are really interesting, and would be neat to add in to the sim somehow. Also, though, I got to thinking. Lagrange points are best shown in a rotating frame of reference (so they really look static). And while the simulator doesn't have a rotating option, this rocket game is purely about rotating motion. And at the risk of over complicating a simple little game... It might be fun to at some point (a later level, perhaps? Or just an exploratory option?) add in the moon, say. Then there'd be a few Lagrange points, perhaps with space trash just floating in them.
Many of the ideas you've floated are easy and clear add-ons for the game: radar, orbit lines, changing to an inertial frame (at least temporarily, or perhaps as an instant-replay view). I also like the idea of making the thrusters weaker - I'll have to experiment with that more.
As for docking, it originally started as purely a docking sim. (Like I mentioned, the docking discussion was a prime inspiration). However, it was hard to get the game to showcase the centrifugal aspects of docking. Namely, if moving is too easy, you can just fly toward an object and ignore centrifugal forces. If moving is too hard (aka you get only 2 thrusts), you really would need to sit down with a pen and paper to figure out when and how to fire your thrusters. Long story short (too late), I added in the shooting element. Much clearer. I *would* like to add some docking element back in, though. It wouldn't be the main goal, but maybe I would place some powerups or other such items floating around, and you need to reach them.
As for your friend, Robly, feel free to pass it along.
One more thing... In the gravity section of the forum, Lagrange points have come up a fair amount. They are really interesting, and would be neat to add in to the sim somehow. Also, though, I got to thinking. Lagrange points are best shown in a rotating frame of reference (so they really look static). And while the simulator doesn't have a rotating option, this rocket game is purely about rotating motion. And at the risk of over complicating a simple little game... It might be fun to at some point (a later level, perhaps? Or just an exploratory option?) add in the moon, say. Then there'd be a few Lagrange points, perhaps with space trash just floating in them.