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3h 9m 39s logged

A burn and some particles!

I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now!

Also… I’ve officially hit 20 hours of working on this project! :yayayayayay: (this is my longest hackatime project I’ve ever made lol)

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@J

stardance cut off the bottom of my video
sadness

@firancly

Cool game idea. Is this going to be a 2d game?

@sjpark01

It’ll be interesting to see how you handle failure cases and risk management. In irl spaceflight, mission planners always need to have a backup plan, or at least know the risk. Maybe you could make the game like programming, where you make a mission plan, execute it, and see what fails!

@J

@firancly it’s going to have 3d graphics but limited camera movement so you can tell it’s 3d but not that much.

@sjpark01 i’m thinking failure will probably be a large part of the game early on so the more you mess up the better you get as you will learn from your mistakes. this is going to be probably one of the less realistic aspects of the game, although i might add more planning later on in a different game mode! (maybe)

@Connor

it would probably be a nightmare to implement but i’m pretty sure apsidal precession is a significant factor in some orbits

@J

for the calculations i’m currently using a program called GMAT that NASA made, not sure if it handles that or not though since i didn’t write all of the simulation code.

@J

upon further testing, it appears GMAT does do this. cool!
doesn’t seem like it affects most scenarios in my game.