Wednesday, March 9, 2022

BRS - Pandemic Flashback #5: Gameplay Part Two

The last thing that I did before setting Black Road Sky aside for way too long was to finally implement some actual space trucking gameplay. But before I started on that, I decided that now was the time to completely redesign the ship's interior and exterior. That turned out to be a dumb idea, and I spent a lot of time not getting very far before eventually giving up, but here are some screenshots anyway. None of this will actually be implemented in the playable build of v0.3, but it gives some idea of where things are headed.

Starting on the cockpit redesign.

 

Detail of main control panel.

 

Figuring out the engine room.

 

The ship design is 100% placeholder, so yeah, a redesign needs to happen at some point. But I was really just replacing the placeholders with more elaborate placeholders and was spending way too much time on it with very little to show. I finally realized that it was completely unnecessary for the release of v0.3, so I abandoned the idea and got to work on gameplay stuff instead.

This gameplay stuff is also mostly placeholder, but at least there's something to do now in the game. The previously inactive terminals found in space stations are now functional (with the exception of the 'Body Shop' terminal found on city stations).

The bank terminal is used for taking out loans and will have additional functions added later. The first thing you'll need to do in the game is buy a ship, which will require that you take out a loan, and the only real objective of the game (for now, at least) will be to get out of debt by completing trucking contracts and eventually paying off your loan. You don't get to be a successful spacefaring civilization without a healthy dose of fiscal responsibility.

The contracts terminal offers up these trucking jobs. You can only take one at a time. Eventually, the plan is that you'll need to actually tow shipping containers much like real life semi trucks, but for now the cargo is just magically loaded into some mysterious cargo hold on your ship. The contracts are randomly generated and wildly unbalanced, but the core system works and finally provides some real motivation for flying from point A to point B.

Finally, the garage terminal provides refueling and repair services for your ship. I'm not sure if repairs will make it into v0.3, but I have refueling working.

That's all the makings of a GAMEPLAY LOOP, BABY! Cool. However, at this point I was forced to confront all of the bugs and loose ends that stood between me and a version release, and it was fucking overwhelming so I just gave up for a while.

Anyway, I'm back in a groove now and things are actually going pretty smoothly. Gonna take longer than the "month or two" that I estimated last month, but things are looking good. Bugs are being fixed, loose ends are being tied, and I'm confident that BRS v0.3 will be the breakout hit of Spring 2022. Maybe Summer 2022. Probably 2022.

Wednesday, February 9, 2022

BRS Version 0.3 Progress and Existential Dread

 I finally got back to work in earnest on Black Road Sky. It sucks.

The code base has been a nightmare to get reacquainted with, even after just a few months away. But I've been forcing myself to work on it for a couple of hours each day and I'm making progress. Some major bugs have been squashed, and I'm confident that I can get the game back into a stable state. Might take a month or two. I don't know what the future holds for Black Road Sky, but I feel pretty committed to getting v0.3 off the ground, at least.

Then what? I'm not committing to anything here, but these are the options currently floating around my head:

1. Fuck it. Give up. I don't think there's any way this game will end up meeting my expectations for it, but who cares, I'll end up with a cool tech demo and maybe I can move on with my life and make a different game that doesn't require a mastery of math that I barely understand.

2. Fuck it. Start over. I've been trying to make this game for like 10 years now, and I've started over 4 or 5 times, and maybe I'll just do that again. This is actually pretty appealing. I've already figured out a lot of the architecture and math and stuff, so I know that I could build a stronger code base if I started over.

3. Fuck it. Just keep going. Keep building on this monster until we have something resembling our vision. Maybe reduce the scope. Make like $150 on Steam. Get it right in Black Road Sky 2.

Maybe there are other options, but I can't see them right now. I'm not really leaning toward or away from any of the above 3 options. I suspect that I'll have some clarity in a month or two after I get v0.3 ready to ship.

DON'T WORRY, Pandemic Flashback The Last is coming up next. Cool yr jets.

Saturday, June 19, 2021

BRS - Pandemic Flashback #4: Gameplay Part One

I split the gameplay elements of v0.3 into two parts, concentrating first on flying/piloting stuff, and then on laying the foundation for space trucking. The focus for the piloting update was just to make the moment-to-moment flying a bit more involved, but this will be evolving as I add in ship systems.

WARP/SAN LIMITING

Stations are now equipped with some sort of magical warp inhibitor that automatically drops you out of warp if you're within a 500 km radius. This is not exactly what I have in mind for the final implementation, but it was easy to set up as a placeholder. I wanted to do this for a few reasons. First, it makes sense from a world building perspective as an in-universe safety precaution. Second, it forces players to take orbital mechanics into consideration when approaching a station, rather than just warping to like 1 km away. Finally, the physics system bugs the fuck out when warping or time accelerating near stations and this was an easy band-aid.

But I kind of hate it. This is not what the final version will look like. While this solution does do what I wanted it to do, it also introduces some major annoyance as you're constantly kicked out of warp. I have some thoughts on how to smooth this out, maybe even for v0.3, but more on that another day.

WARP MECHANICS

The warp system, like all ship systems, will eventually be fairly involved. So there's nothing final about this, but I wanted to make entering warp feel more meaningful. Now, you need to face the ship prograde and hold it there for a few seconds in order to achieve a warp lock before engaging. Once locked, warp is engaged by throttling up to 10%; this feels pretty good, like you power up and then suddenly slam into warp. This also disincentivizes using warp for short jumps, since starting out at 10% power makes it easy to overshoot. Similarly, you now drop out of warp by throttling all the way down to zero. Again, this just feels right, and avoids the weird situation where you could just sort of halt yourself in time and space by warping at 0% throttle.

BURNING FUEL

Thrusters now burn fuel! This includes attitude and translation thrusters. More powerful thrusters like the main boosters are more efficient than weaker ones like the docking translators. This makes sense in rocket sciencey way (probably?) but also, more importantly, for gameplay. Boosters are efficient enough for interplanetary transfers, while docking thrusters are inefficient enough that fuel still needs to be budgeted for close-range maneuvers.

BOOST MECHANICS

Finally, I made some tweaks to the main boosters. In maneuver mode, engaging and disengaging the deflectors is no longer instantaneous, with the physical mechanism taking a couple of seconds to respond. And in boost mode, the deflectors are no longer available. This was purely a gameplay decision. I just think it's fun to have to flip the ship around and burn when making big braking maneuvers.

The next task, before moving on to the second half of the gameplay update, was to, um, completely redesign the ship, both on the interior and exterior. It did not go well. Stay tuned!

Saturday, May 29, 2021

New Release: The Birdgod Tarot

 Finally, a cumbersome virtual fantasy card deck with no intended purpose!

Birdgod Tarot Screenshot

I woke up in the middle of the night like a month ago with this dumb idea and I couldn't fall back asleep so I started making it and now it exists. The UI/UX is terrible, as always. The deck structure is based on the Shenzhen IO solitaire deck, so if you want a real pain-in-the-ass way to play a specific version of solitaire then I got you fam.

Birdgod Tarot - All Cards


Wednesday, May 19, 2021

BRS - Pandemic Flashback #3: Nav Tools

With the physics simulation in place & (basically) working (mostly), lots of cool things were already possible in Black Road Sky. Orbital rendezvous! Interplanetary transfers! These are the kinds of things that I want the gameplay to revolve around. But, Space is mostly space. To execute these maneuvers requires useful instrument readouts which the game sorely lacked (and still does, but, like, not as sorely as before). So the next step was to give the player some basic tools to reduce the amount of finger-crossing required to transfer orbits or rendezvous with a space station.

Cockpit view with nav ball
The pink circle is target direction, just point & burn! Carefully!

The first things that I added were straight out of Kerbal Space Program, and I gleefully continued to steal their symbology. I added target direction and velocity indicators (as well as their opposites) to the navball, making close range orbital rendezvous maneuvers much more straightforward and enjoyable. This information was already available in text form, and still is; the numerical x/y/z breakdown is much more accurate and is still useful when you really need to dial it in. But even with practice, the numerical readout can be hard to understand. Up until now, achieving a parking orbit meant to "adjust your attitude to align your relative velocity with the negative Z axis, then throttle up to nullify your relative velocity". Now, it can mean "point toward that green symbol and blast off until your relative velocity reads close to 0". It's still not easy. You still need to know what you're doing. But it's a lot more fun this way, and more realistic as well ... if you accept however many grains of salt it takes to make you believe that manned space trucking with pre-Apollo level technology is a thing for a thriving interplanetary civilization. MOVING ON.

Orbital map with node markers
This update focused on optimizing meme potential.

The next improvement was to add ascending & descending node markers to the orbital map, relative to your target if you have one and to the planet or moon's orbital plane if you don't. This is still a bit buggy as of this writing, but it works great when you're in orbit around the same body as your target. Not so much for interplanetary transfers, I still have some work to do there. But for station rendezvous, this symbology along with a 'relative inclination' readout adds the necessary 3rd dimension of information to the 2-d orbital map. I really like the 2-d orbital map. I don't think it's going anywhere so deal with it.

It doesn't work with target planets or moons outside of your SOI, due entirely, I'm sure, to my less-than-amateur expertise in astrophysics. I'll figure it out eventually. One of the problems with interplanetary transfers at the moment is that you usually end up way above or below the target's orbital plane. The new target direction indicator on the navball helps for making close(ish) range course correction burns, and the node symbology is useful once you're in orbit, but I still have a lot of work to do in order to make interplanetary transfers more fun than tedious.

Speaking of making shit more fun, that was the focus of the next update. Spoiler alert: I kind of failed, but you gotta spend money to make money, right? Right?

Sunday, May 9, 2021

Sneak Peek: The Two of Slime

 I am meddling in powerful forces that I do not understand.

Minor Arcana Template Sketch
Minor Arcana Template

That is to say, I am learning HTML5 Canvas.

"Ah, the 2 of Slime ... reversed, a dire portent, perhaps a fall from grace. But here, The First King suggests renewal, growth and well warranted ambition."

    ~Oprah Winfrey, So You Wanna Fuck With Tarot TV special, 1999