The Jovian Incident: Post #12

I’ve gotten to work on hangars today. I’ve drawn out the entrance as well. It was easiest for me to have the ship land into a vertical entrance, at least, it shows more than a ship just disappearing into the side of a building or a wall.

This is a poor quality export of the original.

These doors will slide outward to reveal the above entrance.

Server Change

The website was down for about half a week, my server (provided by, check them out) had apparently corrupted its hard drive. My website and information was moved over to western USA.

The Jovian Incident: Post #11

I worked more on the physics, solving the issue with a solution I thought up of while in the shower. It didn’t hit me until then that ‘speed is relative’ involved getting the differences in velocity and not just speed. So now the physics collision are surprisingly accurate, well as accurate as I can muster. I’ve also made the brain dead NPC actually do something now, to test the physics calculations I’ve had the NPC constantly angle toward the player and move at 50% throttle. It’s pretty entertaining.
I’ve come across an issue, however; it appears that occasionally, something occurs and forces either one or both ships to fly at ridiculous speeds. I’m not sure what the problem is, but I should create a maximum speed either way.

The Jovian Incident: Post #10

I’ve added collision and a bit of collision physics. I’m going to have to rework it later when I get more time, but currently it applies of your force to the other ship and vice verse. It won’t make much sense if you’re moving in the same direction of the other ship, something I need to work on. As we all know, speed is relative, so maybe I need to reduce the speeds that are equal to each other.

The Jovian Incident: Post #9

I’ve gotten about a half hour of work done today.
I’ve added a line that starts from the initial finger press and extends to your finger’s current position. I utilized OpenGL scaling, which for some reason I ignored before. The line represents your intended direction and throttle, if your finger extends past 100% throttle, the line stops.
I’ve changed camera focus to be on the player. Previously I was worried that the ship moved too fast, but I’m rather comfortable with it.
I’ve added a back drop. I took a picture of Ganymede and stretched it over the background. It looks rather good and I enjoy the style of cartoony over realism. However I may need a different background as the ground is too far away.

The Jovian Incident: Post #8

I managed to force myself to do some work today. I’ve included a throttle control to the game, an issue that took much longer than I anticipated. As difficult as certain physics mathematics might be, they really are the most enjoyable part for me. I love that I’ve gotten the feel of the ship to be exactly how I wanted it. I’m thinking I’ll do some sort of a level next, a light blue planet to explore. I want it to be pretty big, but I’m worried that if I make the game too big you’ll have a hard to seeing what’s coming at you. Either way I’m going to go ahead and design a world for testing, see if maybe once everything’s in place if the ship is moving too fast.

The Jovian Incident: Post #7

I have separated pilots from the birds, making them two different entities, this pretty much makes it possible for pilots to switch ships, but also makes it easier for pilots to be classified differently (Players, Traders, etc). I’ve had to place a limitation on the amount of pilots and birds, mostly to make identification easier. When objects are in a ‘Vector’ (a long, adjustable list), they move up and down the list which changes their ID. When objects are in a standard index, their location is static so when I delete one the ones above it don’t move down. Issue is, I have to give a fixed limit on the amount of pilots and birds, so I’ve made the limit 32 pilots and 128 birds.

The birds act very accordingly when there are two or more of them in the game simultaneously, which just means I’m not as lost of a programmer as one might think. I’ll try to add some elementary collision before finishing off today.

The Jovian Incident: Post #6

After some rest (2 months!) I’ve gotten back to The Jovian Incident.
I worked more on the rotation velocities and then physical velocities. I’ve gotten the ship to move in nearly the exact way I want it to. The ship accelerates at a rate higher than that of deceleration (gravity, wind-shear, weight, or whatever I want to factor in). I want to allow the ship to be able to move faster than its max speed (either through scripted effect or whatever), so I’ve forced deceleration to be a constant factor. If the ship is moving faster than max speed, acceleration simply won’t make any difference. It’s not the realistic way of doing it, but the effect is still there.

Next I want to make some sort of world to fly in, which will involve collisions (I’m probably going to make lines, but I’m not sure how I’m going to go about it yet).

The Jovian Incident: Post #5

I’ve added in some physics rotation properties. Each ship will have a different turning speed, including some after market enhancements. So I’ve had to make the ship rotate at a limited speed into the direction you want it to. It’s slightly more complicated than it sounds, what with angles only rotating between 0 and 360. Later I’ll add more sources of rotation/velocity like forced velocity (being spun out of control was an idea I thought about). Next I need to add resists or drag. This will give the game a more fluid feel as compared to my other games.

The Jovian Incident: Post #4

Today I worked a few hours on ‘animations’, or rather animated entities. It took me so long because I was making them extremely adaptable, much like the animations of the ships. Essentially, a single function initiates the animation and can be started in 4 different ways. Using a ship id (for it to attach to) or a static coordinate and give an animation id, or ship id/static coordinate with a string. The string will search for the name of the animation in the animation library.

All this adaptability is going to cost a fair amount of RAM when all’s done, but I feel it’ll be worth it in the end. It’ll be quite the game platform when I’m finished. What’s surprising me about my code is that it’s only about 800 lines. Planes is currently at 2855 and Tricorn just short of 4000. I’m not sure if this means I’m getting less work done than usual, or if maybe I’m just becoming a more efficient programmer. Whatevs, yo.

Oh yeah, I added a shield. It flashes from the direction the ship was hit and can change colors. I’m thinking the alpha will fade as it becomes weaker, then either shields that are stronger will result in different colors or just have customizable shield colors for preference. Maybe both? Some shield colors could be more rare than others, but will have different stages of shield strength. With ideas of both hardware and software upgrades for you ship, I know I want them both to have different effects on different aspects of your ship and maybe create a limiter. This will keep one ship from being the end-all design.