Home // Blog // New Movement Code and Feature Review Coming

Massive breakthroughs with new movement code!

Everything seems like it’s finally coming together! The new Force based movement/rotation (Angular velocity) seems to finally be coming together! Some of the biggest additions have been to look into applying counter accelerations when no input is being applied (basically providing your own drag in space). This allows for a very similar smooth curve when trying to turn and accelerate into a turn with your vessel. Some of the reality of these vectors are a bit unrealistic since it would mean that most of your maneuvering thrusters are stronger force related to the massive main thrusters behind your vessel, but IMO Gameplay > Reality.

With this said, I’m finally happy at the fact that this is paying off. Not only is this a better method of moving ships around, it’s also cheaper on the CPU and provides much better access to velocity based numbers to things like Camera lag in third person and also more accurate calculations for lead targeting!

One thing that seems to still kind of elude me is the moment of inertia calculations (which currently I’m bypassing for pure change in acceleration just to get the system to work). I really want to see how I can get these to work so that I can actually have a pseudo realistic change in mass of the vessels to affect how they would fly/rotate. For instance, I was really hoping to have things like mass of weapons to make an impact on the maneuvering of lighter craft like the Icarus, but the more I think about this, the more this seems to be a feature that really isn’t important for the immediate future and will place it on the back burner for the time being.

Reviews of new features since the Demo before opening the Alpha to Backers

So after jumping back to review what was in the Demo for everyone, I had a silly realization that so much has changed since then and I haven’t let anyone get their hands on it except for just showing these things in updates. Things like the new HUD, Tactical View, Angular Velocity Movement code, Fleet grouping, Mega Meteors, Large Vessels, Ship Building etc. etc. all are things I really want to show you guys let you experience it for yourself. I’ve just been holding alot of it back to release to the backers since alot of these things have been just in some weird broken states since I’ve been refactoring alot of core functionality – like the movement code. Going forward, I’m going to be making an effort to split some of these off into little demo levels (so there’s no broken Mag Drive) and let you guys just fight waves of Silicoid in a small space.

Before releasing these early raw features to the backers, I will be cleaning these features up and I will be writing a feature review explaining what all these are again and what you can expect going in.

Summary

I know I’ve dropped the ball when it comes to development updates, especially during COVID times. Personally these times have really taken me away from this project that I love since I needed to shift some personal priorities in my life, but that’s no excuse for needing to fulfill my obligations to all you who have supported this project from the get go. This is why, regardless of the early state of these new features, I want to provide you access to these raw features even if some of it may be a bit broken, but I would rather hear from you what works and what needs to change so we can get the feedback cycle rolling again.

I’m looking forward to pushing these out to an Alpha branch and see what you guys all think.

-Kami

 

0 Comments ON " New Movement Code and Feature Review Coming "

Subscribe to the Solar Warden Newsletter

Solar Warden on Social Media

Facebook

Twitter


YouTube


Reddit

Join Live Chat on Discord

Solar Warden on IndieDB

Solar Warden
  • Utility spacecraft
    June 14, 2018
    A tugboat like craft (maybe variant(s)s of the H.U.R.K. transport?) built for dedicated reclaiming of resources, destroyed Warden craft and Silicoid husks, pilots and API boxes that successfully eject from destroyed Warden craft, and moving satellites ...
  • Artificial Pilot Intelligences
    June 14, 2018
    APP or API - artificial pilot personality or artificial pilot intelligenceFielded after research into artificial intelligence nets the necessary breakthroughs, artificial pilot computer systems could be installed into Warden craft to function as human...
  • Shell company space-missions
    June 14, 2018
    The idea: using shell companies for deploying civilian cargo into space to make money on the side. Such missions could also use transport craft to get other, more important resources into space.  Thus with limited transporters the commander would have ...
  • Asteroid-based resources
    June 14, 2018
    The idea is that resources could be reclaimed from asteroids that Silicoid arrive in, are sent to distract fire in a Silicoid rush/damage Earth's surface, or end up on a course to just pass by.H.U.R.K. transports could be deployed to carry a mining la...
  • Re: Capital ships humans-aliens
    February 17, 2018
    OMG you just make me happy to hear that ty agent for the replay beautiful i can't wait to play your game 
  • Re: Weapons rarity alien containers and Bosses
    February 17, 2018
    ty for the replay is sounds good can't wait to see what the game hase to offer once it is realised
  • Re: Capital ships humans-aliens
    February 16, 2018
    Thanks for the support!To answer your first question. We do have ships that are larger than the fighters which are the "Corvettes". They are much slower in handling, but pack quite a punch with their multiple turret mounts as well as larger weapons yo...
  • Re: Weapons rarity alien containers and Bosses
    February 16, 2018
    No worries, your English is fine .We don't believe in an RNG loot drop system as we feel that it pulls Players out from the immersion factor and reinforces a more "gambling style" reward, rather than a hard work pay off. However there is still RNG, ...
  • Weapons rarity alien containers and Bosses
    February 13, 2018
    Hello all me again any plans for Weapons rarity and alien contaners for the game for as example alien contaners where you need to hack the container to get a RNG alien Weapon rarity ore armor parts from tier 1-5 Killing a alien boss to get the weapo...
  • Capital ships humans-aliens
    February 13, 2018
    Hello all first i will like to apologize for my bad english i help my self with google second amazing game 110% i will buy it now for the mane topic will the game have capital ships like cruisers battlecruisers battleships carriers dreadnoughts and log...

Polar Zenith Copyright © 2022 Polar Zenith, LLC. All Rights Reserved.