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nishchaybhudia

@nishchaybhudia

Joined June 9th, 2026

  • 54Devlogs
  • 6Projects
  • 4Ships
  • 45Votes
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8h 12m 29s logged

wow this is going to be a massive devlog …. i was supposed to post one earlier this afternoon but its now nearly 12 am lol … anyways …. Wrote the Part class and the catalogue. Engines, tanks, nose cones,payloads. The numbers are loosely inspired by real hardware but I deliberately
did not use real names. Every engine carries sea level and vacuum thrust and
Isp, and Stage.thrust() interpolates between them on ambient pressure, so a
vacuum bell is genuinely useless at sea level and genuinely good up high.

Getting the delta-v map right took two goes. My first version computed each
stage’s mass ratio from that stage’s own mass only, which made the upper stages
look like they had thousands of m/s and the first stage almost nothing.
Obvious the moment you say it out loud, since stage one has to push everything
stacked above it as well. Added Rocket.mass_from(index) and used it for both
the start and end masses.

Second mistake in the same corner: I was using sea level Isp in Tsiolkovsky.
Everyone quotes vacuum delta-v, so my numbers did not match anything I could
compare against. Switched to stage.isp(0.0) and left a comment saying it
flatters the first stage, because it does.

The Isp of a stage with mixed engines was the fiddly bit. You cannot average
Isp directly, you have to add the mass flows and divide the total thrust by
them. Wrote it as a thrust weighted average in Stage.isp() and tested it with
two engines whose Isp differ by 100 s.

Spent the last two hours balancing the catalogue so the preset vehicles are not
ridiculous. My first heavy launcher lifted off at a thrust to weight of 3.7,
which flies like a dart and burns most of its propellant fighting drag in the
first 20 km. Real launchers sit somewhere around 1.2 to 1.7. Fixed by pairing
each engine with much larger tanks, which also brought first stage burn times
up to a believable 120 to 200 seconds instead of forty. …

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8h 30m 57s logged

Physics only, nothing on screen yet.

Started with the part I was least confident about, which is the atmosphere. I
wanted drag to actually matter instead of being a made up constant, so I looked
up the International Standard Atmosphere and typed the layer table in by hand:
base altitude, base temperature, base pressure, lapse rate, seven layers up to
84.8 km.

The barometric formula has two cases, one for layers where the temperature
changes with height and one for the isothermal layers where the lapse rate is
zero, and I lost about an hour to the first one. My pressures came out roughly
three times too low above 20 km. I had written the exponent as
-G0 * lapse / AIR_R instead of -G0 / (lapse * AIR_R). Staring at it did
nothing. What actually found it was printing my pressure at 0, 11, 20 and 32 km
next to the published numbers, at which point it was obvious the error grew
with altitude and therefore lived in the exponent.

The second problem was the top of the atmosphere. Above 84.8 km the tables run
out so I bolted on an exponential tail, and then noticed the vehicle was still
picking up a tiny bit of drag at 300 km, which slowly ate the orbit over a long
coast. Added a linear fade so density genuinely hits zero at
ATMOSPHERE_TOP = 140 km. Not physically correct, but the alternative is
modelling the thermosphere and I am not doing that for a game.

Last thing was the integrator. I wrote Euler first because it is four lines,
and wrote a test that drops a mass from 200 km with no thrust and no air and
checks that the specific orbital energy stays constant. It did not. It drifted
about half a percent per simulated minute, which sounds harmless until you
realise a long coast to apoapsis is fifteen minutes and the apoapsis walks
while you watch it. Rewrote derivatives() and pushed it through RK4, holding
thrust and mass fixed across the four evaluations. The mass changes by a few kg
over a 20 ms step so it makes no difference, and it keeps the state vector down
to four numbers instead of five. Energy now holds to about seven decimal
places.

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Ship

What I made: an "impossible" platformer in Python/pygame — 4 characters each with their own move (dash, wall cling, ground pound, frog leap), 2 player mode, 5 levels, and traps like saws, a sliding rock head and a swinging spiked ball. Packaged it so it also runs in a browser through GitHub Pages, not just as a local script.

What was challenging: making the abilities feel actually different from each other but still fair took a lot of back and forth, and the web version being randomly laggy took a while to actually track down instead of just guessing. Turned out it was checking collisions against every object in the whole level every single frame instead of just the stuff near the player, plus redrawing the background from scratch 238 times a frame.

What I'm proud of: getting it running properly in a browser instead of just as a local file makes it feel like an actual finished thing rather than a script sitting on my laptop. It's still a bit laggy on the GitHub Pages version, but running it locally on my own machine there's no lag at all, so the game itself is solid — it's specifically the web packaging that still needs work.

  • 34 devlogs
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2h 14m 53s logged

i turned my code into a format that can be uploaded onto itch.io so i can begin getting ready for shipping this project … i then lowered the spiked swinging balls so its possible to jump across the gap in level 5 when finsihing the level … have a look !!

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2h 33m 56s logged

i fixed placement of traps and enemies to make the levels dooable and also make the levels harder … im also planning to add and have started to add different level screens , so each level takes you to a different screen each time you complete it … also i made it so that you have to collect 40% of the coins available in each level to move onto the next level so dont be skipping coins … i also made all the characters have double jump because i felt bad for all you guys that will be playing the game …

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6h 45m 59s logged

i have nearly finished the game !!! We’re getting really close to finishing the game now! This session was focused on adding the final gameplay features before polishing everything up.The biggest addition was the 2-player system, which is now fully implemented. It still needs a few tweaks and bug fixes, but the core mechanics are working well and make the game much more enjoyable.I also added a sprite selection screen, allowing players to choose their character before starting. Each sprite now has its own unique special ability, making every character feel different and encouraging players to experiment with different playstyles.Content-wise, I created two brand new levels, giving players more challenges to complete. To make these levels more interesting, I also introduced two new trap types along with another enemy variant, adding more variety and requiring players to think more carefully about how they progress through each stage.At this point, the game is almost complete. The remaining work is mainly polishing, balancing gameplay, fixing bugs, and making sure everything feels smooth before the final release.

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1h 58m 13s logged

i have fully gone over each level refining the placement of each and every object … i then played the game multiple times just to make sure it is actually possible …. i set up the code so that i can begin adding the abilities for each new characer … i then made sure there are no bugs so that when the second player is added nothing silly happens because there will be more inputs and more possibility of things going pear shaped … i know this is a boring devlog but it is neccesary … please come back for the next one it will be good .. i promise …

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4h 55m 24s logged

ok … lets get this going … today i done a full code run thru as i could not find out why the player was still being immune to the spikes when double jumping .. but its now fixed .. not suprising for a genuis like me lol …. anyways - then i added yet ANOTHER level … making it the hardest one yet which includes all the traps and enemies and hard to reach coins .. i then implemented a theash hold which makes it so you have to get a certain amount of coins befroet the checkpoint activates … then i added a sprite selector to make it so that the player can choose the sprite and each sprite has a special move … still not yet fully decided the moves but they will be decided soon - hopefully next devloog … then i went ahead and tried to add a 2 player mode where 2 players can play on the same keyboard (player 1 : up , left , right ) (player 2 : w, a ,d) … there are a total of 6 enemies to face throughout … lets get this going .. we are nearly there at he end …. woooooooooooooooohooooo

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1h 52m 6s logged

i finished working on the level i was working on in the previous devlog . i then came across a major issue … if i spam doublejump on spikes - i dont die … like i become superman - not good at all … i had to fix this , and i fixed it to have a longer cooldown when using you double jump so , basically you have enough time for your sprite to hit the trap …

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3h 58m 41s logged

i feel like a real dev that spends hours in the cave and comes out with 2-3 new features lol … today i worked on yet another level and added some new respawning and eliminating animations … i also animated the coins and added some secret special easter eggs within the game … you will need to wait for the game to be fully developed before finding out … again - any other features be sure to comment below on what features to add .

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1h 15m 32s logged

i worked on implementing the new traps i mensioned in the previous devlog … i then continued adding a new level … this then led me to an idea of a level selector so you can replay levels if you wanted to . - genuis …. which i started to implement … thanks ;)

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6h 15m 13s logged

i worked on creating a token/coin that you collect while trying to complete the level , i am debating wether to have a coin threthhold . so if you dont collect x amount of coints in the level you cannot activate the checkpoint … i also worked on a reset character reset game , resume interface where you can click esc to pause then you have the 3 options … i then created more sprites for the user to select what chatacter they want to play as … i am looking at adding different powers for each character in the next devlog … i added another level and i added smarter and more enemies that come to delete you off the game … lol … let me know what else i should add !!!….also i almost forgot , i added some new traps that i havnt put in the game yet but i have added the backend logic for - cant wait … thanks again!!

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4h 8m 13s logged

Another long session finished. This time it was all about the little details that make a game actually feel good to play. I spent most of the time polishing existing features rather than adding new ones. I adjusted movement, tweaked animations, cleaned up the UI, and made small improvements throughout the game that most players probably won’t even notice—but together they make a huge difference.I also tracked down a few more bugs that somehow managed to sneak in. There were some visual glitches, a couple of edge cases where objects weren’t behaving correctly, and a few issues with level transitions. After a lot of testing (and breaking the game several times), everything is now much more stable.It’s funny because I barely added any “new” content today, but the game honestly feels so much smoother than it did this morning. I guess this is what real game development is like—hours of polishing for improvements that are hard to see but easy to feel.Anyway… that’s another 5 hours gone. Time to call it a day. Thanks for watching, and I’ll see you in the next devlog!

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5h 27m 43s logged

i5 hours later … and this devlog is mainly focused on polishing, fixing bugs and making the game feel much smoother. First, I spent a lot of time going through the code and cleaning up some problems that were starting to appear as the game got bigger. I improved the overall efficiency of the game by removing unnecessary checks, optimising some of the update loops and making sure objects were not being processed when they did not need to be. This should help the game run better, especially when more enemies and level elements are added later. …. Next, I worked on fixing a bunch of smaller bugs that were affecting gameplay. I fixed some collision issues where the player could sometimes get stuck inside blocks, improved the respawn system so the player resets properly every time, and fixed some problems with the enemy behaviour after the player dies. There were also some annoying issues with jumping and movement that caused inconsistent results, so I spent time making the controls feel more reliable. …. WOW , i feel like a real game dev working ovetime lol …. Thank you , see you in the next one . that was a mouthful …

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6h 19m 54s logged

wow this is going to be a big devlog ! …. first i created a homescreen that players can log in / sign up for future scoreboard featuers …. and possible 2 player or singleplayer selector ….. next i began adding sound effects to the game - like when you die and respawn and jump - there is a delay but i will fix that in the next devlog …. then i made the enemy smarter and i decided to allow it to pass through block like a ghost …. the only block it doesnt pass through is you so it can elimiate you when its hitbox crosses your hitbox …. i then fixed some major respawning and hit box bugs that come about after double jumping which took FOREVER ….i finished completing level 2 which i have to say , well done to the creator of the game lol because this game is going to be epic !!! , see you in the next one !

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1h 18m 40s logged

i worked on improving the self moving enemy … im still deciding wether to give it the ability ro move through objects or if i should have it move like a nomral player … i managed to get it to float so it can easily move terrain and it has got immunity to traps so it can even follow you through traps … but (theres always a but) you can easily get rid of the enemy by jumping over it from left to right a few times …. i want to fix this in the next devlog …

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4h 38m 15s logged

i worked on creating the program that works in the background … it is a program that powers and gives the enemy its own brain… it follows the enemy (YOU!) , i am working on making it smarter and faster - its a bit dopey at the moment :( ….. the enemy kills you just by you touching it or it touching you - still working on that (give it some time !!) ….. i then worked on making the second level (i made it hard for you , yes YOU) …. hopefully we have a little enemy running around next devlog ?!

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1h 21m 16s logged

i fully fixed the trampoline bug that gives you immunity to traps after jumping on it [i actually did now :) ] …. i then had some trouble with making more objects with the new layout of the code …. i then got around that and began tweaking the first level and planning the second level . i then began addind a enemy block - the green one in the image , and a new spikey enemy which follows you like a mario bloomba . i havnt added the logic for this but i will hope to add it in the next devlog :-)

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2h 31m 26s logged

i worked on fixing the oop problem i had in the previous devlog … i then changed the whole structure of the code to make it easy to read and add changes in future devlogs …. i then added the animation for the trampolines and tested them … they change your gravity when you jump on them making it like a trampoline u jump on … there is a image attached of me testing one over a floor of spikes … the animation works perfectly now …. and before u would survive afrer falling on spikes when coming off the trampoline for some reason , i have that fixed now …… i hope ;D

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