nstgeorge / VEKTA

A space exploration game created in Processing 3 with orbital mechanics
MIT License
1 stars 1 forks source link

Fine-tune time scaling settings #73

Open nstgeorge opened 3 years ago

nstgeorge commented 3 years ago

Short Description

Let's try changing how time scaling works to make the game a little easier.

More Details

At max zoom out, planets move so quickly that it can be hard to catch up with them, especially if they're close to their primary body. I think we might want to reduce the maximum time scaling value -- possibly by as much as half -- while adding a system that scales the player's acceleration relative to the time scale, if necessary. This will also increase the value of hyperdrive, since right now it's easy to speed up beyond hyperdrive speed at minimum zoom with your standard engine.

Related Ideas

Since this is very connected to the player's speed, we might want to consider adding a maximum speed to the player, with a curve for energy efficiency based on your speed relative to maximum.

rvanasa commented 3 years ago

This would be really cool, since it would also make it much easier to slow down relative to close-orbiting planets. Relevant methods are Singleplayer::render() and EngineModule::onUpdate().