▲ | em-bee a day ago | ||||||||||||||||
nice, but i find it very hard to play. acceleration is either not enough and you are pulled in by the planet, or it is to much and you are getting away so fast that you can't counter steer. shouldn't gravity take care of that? if i am in orbit, then speeding up along my trajectory should slowly increase the orbit, and slowing down should decrease it. but speeding up takes me immediately out of the orbit as if the planet had no gravity. | |||||||||||||||||
▲ | mvx64 a day ago | parent [-] | ||||||||||||||||
Thanks for trying it out. It's a regular inverse square law, no tricks. The numbers (masses, distance) determine the final acceleration but not the actual trend of the curve. I've become too familiar with it over testing to notice unintuitive behaviour, but I think I understand what feels off: in real world units, the gradual region you describe is very wide, and feels linear. This would make for very boring gameplay (imagine spending minutes to reach the planet). You need to keep the playable area [radiusForce0, radiusForceMax] small. So you will either map that small [r0, rmax] into real world [F0, Fmax], which means the force will be almost constant across, or "compress" the [F0, Fmax] curve so that you can fit both [zero outer space gravity, strong surface gravity] into that [r0, rmax]. That's what happens here, I probably tweaked the values for the second case. It's kind of an accelerated version of reality and the margins feel very tight, and you have to "buy into" that reality. For example, Master difficulty in Mission 1 may seem impossible, but if you try to be gentle and find a balanced orbit, you can complete it with miniscule fluctuations in distance and minimal input. Just rambling though, I never really actually designed or balanced the game. | |||||||||||||||||
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