Despite a slow start this month due to a nice long camping trip, a busy-as-always start to beekeeping season, and a weekend lost to getting drunk and watching Tetris (CTWC 2025!), I'm pretty stoked about how much I'm getting done. A more robust Newtonian motion implementation is neatly in place, ship flight controls are being rebuilt from the ground up, and new gameplay elements are already starting to stack up. I'm building a MUCH more robust codebase and generally feeling good!
Evolving Development Strategy
Last time, my general strat was to implement the minimum viable placeholder version of a feature or system with the plan to basically replace it later. This made sense at the time; I had never used Unity, didn't know exactly what I wanted Black Road Sky to be, and had never worked on a large programming project by myself before. Why waste a bunch of time perfecting, for example, the RCS system, when I didn't even know if I'd be able to add planets, much less orbital mechanics, to the game?
This time it's different. While I still believe deeply in the philosophy of never really knowing what the fuck one is doing, I think that I never know what the fuck I'm doing in a much more refined way these days. Honing the fucking art. So even though I still plan on returning to the initial implementations with an eventual refinement pass, I'm striving for a much more robust baseline version, matching the final gameplay vision more closely.
New Shitty Ship Design
 |
TRUST ME GUYS IT'S CALLED PROGRESS |
On the one hand, yeah, this looks like a bit of a step backwards, but on the other, you know, the ship never looked that good. This design is purely utilitarian, and will remain so until I have all the moving parts in place. I worried too much about aesthetics before, with little to show for it, so I'm letting graphics take even more of a backseat this time around. Now that I actually know a little bit about modeling, materials, lighting and all that, I'm more comfortable just waiting to deal with the visual style later, while letting things progress naturally in the meantime with a focus on simulation & core gameplay.
I backed myself into some corners with the previous design, so now I'm lasering in on function with the plan to eventually design around it. The model looks shitty, but it includes a fore utility dock for external docking in addition to the aft cargo dock, a portside airlock to accommodate EVA gameplay, warp rings, main boosters, room for deployable radiators and comms hardware, and functional (rather than cosmetic) RCS thrusters, which I have a lot of say about!
Saying a Lot About RCS Thrusters
The RCS system has been completely overhauled, and is already in a state pretty close to the final vision. Before, I was simply looking for player input and applying an according rotation to the entire ship- adding torque to the rigidbody, in Unity terms. Now, each of the 4 RCS thrusters are modeled independently with their own base stats and health, and force is actually applied from the thruster positions. This means that ship mass and center of mass now matter, which will be important once we start hauling cargo. It also means that thrusters can incur individual collision & wear damage, affecting their function asymmetrically.
Obviously this has a huge impact on how the ship flies over time. Pilots can compensate by tweaking the settings of internal hardware (fuel pumps & manifold, which currently exist only virtually since I haven't reimplemented the 1st person scale yet), and by paying for periodic repairs or upgrades. I'll add that functionality once I reintroduce space stations, but the bones of the upgrade system is already in place. I can easily create new thruster types and swap between them. Different thruster models have their own min & max thrust powers, responsiveness (time taken to ramp up & down after player input), durability, and so on. I even invented multiple in-universe manufacturing companies to make the parts, because it just wouldn't be Potato Clock Games if I remained focused for too long.
All of this supports the kind of gameplay I'd always imagined for Black Road Sky: a meaningful damage/repair system, upgradable hardware components, optional pre-flight checks and in-flight tweaks, and an overall more refined space trucking experience.
Coming Up Next
The main boosters and gyroscopic attitude stabilizers are now getting similar treatments to the RCS system, so far so good.
Then I'll move on to overhauling the game's close-range physics (ship-space station interactions, basically) and getting that playing nicely with solar system-scale interactions. Easier said than done, but these are problems that I've already more or less solved in the previous version.
Hopefully I don't get any farther than that, because then I'll have to deal with orbital mechanics, which I'm kind of dreading, even though it was MOSTLY solved in the previous version. Anyway, that's a future-me problem! For now, it's back to work on flight controls.