STELLA
- 29 Devlogs
- 240 Total hours
I´m building a game inspired by SFS and Kerbal Space PRogramm. It´s my first project in javascript, so my code is a bit messy, but i´m trying to get it done. Hope you like it :)
I´m building a game inspired by SFS and Kerbal Space PRogramm. It´s my first project in javascript, so my code is a bit messy, but i´m trying to get it done. Hope you like it :)
New Devlog :D
I’m finally getting somewhere!
After a lot of fixing and debugging, I now have an orbit line system that doesn’t behave weirdly when the time is set to a high value.
I can now also project escape trajectories, elliptical orbits, and more.
The next few things I want to work on are SOIs and collisions with them, as well as some other things like multiple planets, moons, and more rockets.
Hope you like it 
Sadly, I didn’t get much done this time :/
I did sooo much debugging on the physics system, but nothing was really working. I had so many issues with acceleration, different systems using different values, and multiple problems with ground detection.
So I started all over again…
Right now, I’ve removed all the physics and ground collision parts from the code, and I’ll try again. This time, I want to use one variable for each value and build an improved and more realistic engine instead of just guessing values and parameters.
I also drew a few new parts.
Hope you like it (: 
New Devlog :D
OMG I did it. The orbit line rendering is finally done, and it took sooo much debbugging. I spend most of the time converting the map coordinates to the planet coordinates, that are used in the physics system.
I also had soo many small issues, like missing minus signs or just bad or old weird code that was causing problems. But now it is mostly working.
The only think that still needs fixing is the transistion when going above 120km in altitude. Once that and a few other small things are fixed, most of the physics stuff should be finisched.
I also got the time warp working in the planet view so that isn´t a problem anymore. The current max is x10 below 120km and x100 below 600km.
Hope you like it :) 
New Devlog :D 
The first thing I did was to remove the orbit line system.
I noticed that it was full of bugs, and the different x, y, vx and vy values in the map, the game and depending on whether the rocket was in the planet´s orthe sun´s sphere of influence were becoming to complicated. SO i scrapped thewhole system.
Then i stated over by deleting everything related too physics from the maps code and moving it into the games physics code. After that, I divided the pysics system into muliple sections: physics on the ground, in the air, in an orbit around the planet and in an orbit aroun the sun.
By doing this, I can get better results for each part of the game and make the system easier to manage.
I also added a new function, and now the rocket accelerates whn pressing W.
For the next devlog, I´ll try to get at least some parts of the orbit system working so I can move on to another part of the game.
Hope you like it 
New Devlog :D 
Spend most of the time working on the new system to show the orbital lines.
The first step was to add a Sphere of Influence (SOI), so the rocket isn´t pulled constantly by two or more bodies at the same time.
Next I somehow got the pysics to work so that the orbit line stops when it would enter a SOI. It´s very buggy right now, though. The white orbit is sometimes glitching, and after entering the SOI the rocket just gets teleportet to the ground.
Also addet two markers to show the Apogee and the Periapsis.
I will keep working on it, because this is such an importent feature.
Hope you like it 
New Devlog :D 
Puhhh, another big one. Most of the time, I spent trying to somehow turn the flat map of the game into a sphere. This took sooooo long, and it still isn’t quite right.
I don’t know why, but the terrain isn’t fully the same.
Also, the rocket is now a dot on the map that shows its coordinates. It also has a simple orbit line and can be centered.
The planet now has the correct dimensions and radius, based on the other values. A big problem I had was that the 32-bit values were too small for the scale at which the pixels were being rendered.
Hope you like it :) 
New Devlog :D 
Addet soooo much new stuff.
Some features were really big, and I didn´t have the motivation to finish them completely, so a few thinks are a bit buggy right now. 
New stuff:
Biggest point: Fixed the physics system.
Before the fix, all rockets were just spinning around when sitting on a slope. They also glitched into the gorund or just fell in infinitly. Now both probles are fixed. The first one by using a point system to determie if the rocket is on a slope and should slide, as well as a lever arm that uses the mass to rotate the craft. For the second problem, I introduced a new outline system that now uses a convex hull. The only problem is that parts like the engine aren´t drawn accurately. Sooo thats one think i need to fix.
New 0x time warp to stop the whole think and get a closer look.
The planet now has its actural terrain height when viewed p close, instead of just beeing a cricle. It is terrabil right now and only a fist try.
A new marker to show, where the rocket is on the map.
Thinks to do next:
Hope you like it :) 
New Devlog :D
I´m not completely done with the terrain system, but i´m gonna stop working on it for now. It looks okay, until you zoom out to far and I´m not really making any progress anymore.
Right now, it uses a simplex Noise with some other noise types in layers on top, aswell as some plateu logic and corosion. Also a biome system, that is in a okay shape right now, wich gives each section a unique color.
Next i will focus more on thinks like physic, propulsion and the map.
Hope you like it :)
New Devlog :D
Did sooooo much work on the terrain system…
For the most part , I looked online for some code snippets and tried to get them working with javascript.
In the previous devlog, I showed the different colors for the biome system.
I build around that, so each biome has it´s different amount of octaves, roughness and amplitude. Roughness in this case just says how smooth the different Simplex noise points should be between each other.
This worked fine until you zoomed out.
Especially in mointain areas, the waves from the sin and cos funtions were noticeable.
So i tried a few things…
But everyting had its ownsides and nothing worekd fine… 
While trying those things, I wrote somecode that now lts you zoom out as far as you want by removing more and more lines so it doesn´t get laggy.
Right now it looks terrible, but i have a final idea.
For evey point above a given threshold, I´m gonna randomly choose two points and randomly flatten everything bewteen them.
If you have any ideas how to get better terrain, please write it down in the comments.
Hope you like it :)
Devlog time :D
Last time, I showed a terrain geration system where the main factor was different biomes that were more or less hardcoded. - I scrubbed all of that and startet over.
The new system is based on a simplex/perlin noise with a 8 layers of octaves. This took so long and i still don´t fully understand the code i put together using different websites.
The noise generates random height nosies that are a few pixels apart and the rest is calculatet in between.
next I added the biome overlay. Right now it´s just a prototype, but it uses the same noise technique with the pixels spaced further apart and gives each sector a random color.
The problem right now is that everything is roughly the same height and the biomes are way to small and with way to clean fades between them. I will keep working on the terrain sytsem.
Hope you like it :)
New Develog
I never thought that terrain generation would be that hard Dx. I tried to generate the map pixel by pixel using a custom seed and many differt parameters.
For now, I got a simple biome system working, but it still doesn´t looks quiet right.
The biomes are stored in an array with a few parameters like height, roughness and the chances of craters, etc. This workes kinda okay, but the normal tarrein is not in a good shape right now. I will try to work on that and get a more realistic landscape. Also, I want to make a better system to randomly place craters, rocks and other stuff.
Hope you like it :)
New Devlog :D
First of all, this took bit longer because I had to switch on my androit tablet… I got visual studio code running bey installing termux and running it via an ubuntu extension.
Worked a lot on the physics system. It now has collision and uses the exact same code for calculating the planet height. The rocket can´t go blow the ground height. It´s not perfect but okay. Some problems are still present, especially with falling over and beeing to slippery. Still good progress.
Hope you like it :)
Devlog time :D
It´s not completly done but her is the first version of the pyhsics part. Right now there is no atmosphere or a solid ground, but it is something and it took way to long, especially calculating some of the turning math.
The craft is turned with ‘E’ and ‘Q’ and turns around the command pod wich is the onle part that can turn right now.
And I still haven´t fixed the build menu. I also noticed that the parts placed in the ame now look off and I don´t know why.
Hope you like it :)
Devlog time :D
Worked on a lot of thinks:
For the next devlog the menu issues will hopefully be fixed.
Hope you like it :)
New develog :D
Worked a lot on the map viewof my space game.
Features addet:
Improved the view of the planet and the sun. In this example, I used the proportions of the sun and mars.
Addet a button to switch the currect object the camera ist locked onto.
Addet a line that shows the orbit of each object, but it´s not finished yet.. the closer you are, the more wobbly it get´s.
Changed the color of the locked objct.
Hope you like it :)
Devlog time :D
Worked on the map menu.
It does not look like much but the smaller circle is in an orbit around the big one. Not in the right scale and far from beeing realstic, but i´m getting there.
Hope i can finish it soon :)
Small devlog :D
Added the rocket to the actual game.
No physics or collision yet, but that will be my next task.
Also addet weight to every part. The yellow rect is the center of mass.
Hope you like it :)
New Devlog :D
Right now it doesn´t look like much, but this is the technique I´m going to use to rander planets.
The idea is that if you´re close enough, every planet or moon looks flat on the surface. So instead of rendering a full sqhere, i´m using an finite strip with a thousends of pixels.
Each pixel gets his height trough a seed, so it should look the exact same everytime. This way, I dont have to bend pixels and can stay with the pixelized look.
Hope you like it :)
New devlog :)
It´s not much to look at, but got a lot of thinks working:
Finished a major part of the building system: you can now select and drag parts or entire structures. I had some trouble figuring out how to store each part so I could identify all parts below it.
Also fixed:
Hope you like it :)
Omg i did it… took way to much work and isn´t 100% done, but now it´s just fixing some points and remaking some texures :)
Next things to do are:
Sadly didn´t get much done :/
I had way to much debugging and couldn´t really find teh errors.
But I will trying to fix it :)
The Idea is to have large empty structual components where you can deside what to put into them. right now there are only two types of tanks (oxigen and liquid propellant) but more will come, like hydrogen, helium and other stuff like batteries or life support system.
Lots of small technical things fixed. New detection System for different parts and a new mode for building tanks. Also some new textures, because 58 is not divisible by 4…
Next update probabyl gonna be big :)
Did some progress on the menu and added some new parts :)
Also a lot of debugging…
Finished the overlap system today and also a few new parts. :)
Sooooo, new update :D
I did a lot of work on the system for how parts are stored and the overlap detection. I also worked on detecting, when two different rockets are connectet (though that part isn´t finished yet).
This took and still will tage a lot of work. Dx
In the video, you can see the new detection system. It uses points stored in a array to draw a “hitbox” around each object.
The last thing I improved was how teh parts are rendered on screen. I´m now useing a function that efficently calculates the correct coordinates.
Next, I´ll try to further improve the code, remove as many unnecessary lines as possible, and finally design some new txtuers and parts.
Hope you like it :)
Puhhh finally did it. Took a lot of time, but here it the working Snap System :)
In the last 9 hours, I made some really good progress on the building system of my space game. A big part of the work was figuring out how to properly store all the data of the individual pieces in arrays, and how to link them together so they can form larger structures. This turned out to be more challenging than expected, especially when trying to keep everything flexible and organized.
I also spent some time improving the overall logic behind placimg parts, so it feels more consistent. There’s still a lot to do, but the core system is starting to come together now.
Next, I’m planning to finish the building system by adding more features, including a snap-in-place system to make building smoother and more intuitive. I’ll also start working on visuals soon, since everything is still pretty basic at the moment.
Hope you enjoy it :)
I’m working on my first project in JavaScript. It’s going to be a small space simulator. I didn’t get much done in the first 10 hours, but so far I’ve created a build menu where you can choose, scroll, and select parts (though there are no images yet). That’s it for now, but more will come, and the graphics are far from finished :)