togfoxy / MarsLander

A re-creation of the 1979 Atari classic Lunar Lander with some new game play.
MIT License
5 stars 2 forks source link

Rework lander physics to be more challenging & dynamic #148

Open MadByteDE opened 2 years ago

MadByteDE commented 2 years ago

Overview

Following my post on the LOVE forums, here is the issue to discuss possible changes.

The prototype v1: .love file (Dropbox)

In the following section I'll list all additions / changes I think could lead to a better gameplay experience to discuss. Not all of them would have to be implemented & it'd be our goal to balance the use of the new features to feel and work best for the overall gameplay experience.

Some of the features may also be added as upgrades in the shop with different parts to choose from or even won't need to be the "default" e.g a top mounted thruster. But this discussion probably deserve another issue post on here.

Proposed changes / additions

Landing Legs

I think landing legs should be added to add an extra layer of flexibility and realism to the lander. Combined with each leg having it's own collision point.

Bouncing behavior

At certain speeds, let the lander bounce off the ground until the lander actually comes to a halt. this should lead to funny moments, especially in a multiplayer session with friends.

Force-based rotation

What I mean by that is adding a similar concept to the rotation axis like we have for moving the lander over the terrain - having the side thrusters control the rotation without the rotation stopping if no force is applied. It's the same as the vertical movement but without the gravity.

Wind drag

At higher horizontal velocities add some wind drag effect to the lander - basically rotating the lander against the direction it's moving until a certain angle has been reached and then randomly rotate the lander a bit around that angle to pseudo-simulate random wind densities. This could add another layer of complexity the player has to account for to make thinks a bit more challenging. We also could slow down the lander based on the profile of the lander (e.g when having multiple different landers to choose from with different sizes).

Top mounted thruster

Using a top mounted thruster, skilled players could counter act for bad landing angles by holding the lander up while rotating to the desired angle to land properly. It also would allow for faster landings without waiting for gravity to do it's thing. Kinda like the "get the block down faster ffs" feature in Tetris, with the difference that the player would need to slow down as well to avoid crashing on the landing pad :smile:

togfoxy commented 2 years ago

Do you think we can have a "real physics" option in the settings? It would be like an arcade mode (current physics) and then hard core mode (your concept).

MadByteDE commented 2 years ago

Technically, for sure. From a game design standpoint I'd say it would be better to change the lander physics by default since the current model doesn't have any challenge to it or something making it especially fun imo.

It's up to you, I can add it as optional model & we add a switch in the settings and add it to the save file - and if we later decide it would make sense to have it as default, we can change it at will. It just means doing a bit of extra work for it to be optional, but no big thing.

togfoxy commented 2 years ago

It really depends on the target market and game mode. I'm thinking if we're going to have a fun multiplayer race-to-the-end where you're having lots of lols with your mates and a few beers then the hardcore mode will get in the way of that.

If we want a single/two player rescue-the-people and drop bombs on aliens then the hard-core mode will be more appealing.

I think we need to be ready for many contributors wanting to add all sorts of play styles so lets set that up now.

MadByteDE commented 2 years ago

It really depends on the target market and game mode. I'm thinking if we're going to have a fun multiplayer race-to-the-end where you're having lots of lols with your mates and a few beers then the hardcore mode will get in the way of that.

If we want a single/two player rescue-the-people and drop bombs on aliens then the hard-core mode will be more appealing.

Maybe we need to define what we want the game to be then. Is it supposed to be a remake of Lunar Lander, a fun online racing type of game, something entirely different like the bombs example what will be the objective for the player?

Having different game modes is one thing, but being inconsistent with something as basic as lander physics will feel odd to the player, or at least to me. "I just wanted to try another mode, now the whole control mechanics changed and I have to relearn how to play the game".

And if we are going to let the player change the model at will, we have to enforce matchmaking with players having the same setting. Otherwise it would be unfair and we will face lots of different issues regarding syncing, resolving collisions and also gameplay related hurdles.

Anyway, I'll keep in mind that the mechanics are supposed to be switchable. What we do with this in the end can be decided later on.

togfoxy commented 2 years ago

Linking in #91

togfoxy commented 2 years ago

Release 0.11 will happen in the next day or two ship I'll drop off issues not yet developed.

MadByteDE commented 2 years ago

Release 0.11 will happen in the next day or two ship I'll drop off issues not yet developed.

Ah, okay. sorry. I thought we might want to add some more stuff first, but feel free to change any of what I've changed. Maybe we should have you manage the milestones alone at your discretion.

togfoxy commented 2 years ago

All good.

You've made me rethink the best way to do milestones. I'll post a discussion.