Devlog 6 - The Sixth Devlog


Day 6

So close to the deadline now, but there is still time for the game. Today I accomplished:

  • Realised orbit tool might not work
  • Partially added force tool
  • Added procedurally generated parallax backgrounds

First thing I worked on today was collisions, however there wasn’t much luck as I think it may be an engine limitation with object groups which I was using to save time. Afterwards, I tried working on orbits but I believe it could also be an engine limitation however I am planning to come back to both of these if I have time by the end of the game jam because I might as well focus on what I think I can do, not what I think I’m unlikely to do.

Afterwards I decided to add a procedurally generated parallax background, however due to a lack of optimisations, there is a slight delay when trying to load new sprites, which according to the debugger is almost 50000 sprites! I created this by setting a X and Y value to where the background started, and while X was less than the width of the background, it created an object every X distance, x being algebra which you can change if you decide to do this, and then when x exceeded the width, it did the same on the Y axis and chose a random layer for each sprite.

Next I decided to work on the force tool because I felt I could create the tool and also I could do it quickly enough to be done in one day however I wasn’t able to. I decided to use text boxes for certain inputs like speed and the type of force in order to save time because I felt they were Lear enough for the player. Although forces for one frame work, forces that last multiple frames dont currently work but it should be easy to fix for tommorow.

Thanks for reading.

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Mar 17, 2022

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