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Home Page: https://anakrusis.github.io/games/space-game/
Little 2d space sim for the browser
Home Page: https://anakrusis.github.io/games/space-game/
Additionally, very rarely, they can be missing the bottom line (so the last line of text is barely visible).
This is because of my badly written code of guessing how many lines a string will take up (without any attempt yet to use the p5js wrapping code as a guide)
Player brings along 20 or so passengers, and also a spaceport building to be placed on the planet (will need a new objective type)
A true distance measurement will depend on if the mission is transplanetary or not. For missions between cities on the same planet, the distance will be circumferential. For transplanetary missions, the distance will be euclidean, and the error caused by the planetary masses will be assumed negligible, outweighed by the space between them.
This is an especially challenging feature to implement, as it requires the use of extensive pathfinding code which is not yet implemented. Additionally, the effects on performance are not yet known.
The distinction between passenger missions and goods delivery missions could be that, in the event of an accident or crash, there might be a slight diplomatic rift between the player's nation, and the source and destination nations, if they differ. For domestic travel it might not be any different.
If the stakes are so high that failure would lead to the end of the game (revocation of license/imprisoned for spaceship manslaughter) then nobody would wanna do these missions so... it should be more like color text and lack of credibility (game gradually gets worser but could also be more interesting paths for those who do naughty things)
The player's home nation will commission you to explore other planets. Other nations will not do so (unless the relations between both nations are very high?)
The player can continue accepting exploration missions to the same planet multiple times, but the return of money/prestige/other unimplemented statistics will be diminishing returns. The player will be incentivized to explore new planets and things, not just the same old ones. Also, the distance between the home planet and other planets could be a factor in the reward, as with issue #7 (still unimplemented as of 5-28-21)
This is very simple to implement... a planet's moon is simply a planet whose dependent body is also a planet.
The current path prediction method is incredibly slow, often eating up 10ms or so every frame. It currently predicts up to 1000 ticks into the future every frame, which is very unnecessary and slow. There are multiple ways to optimize this, so I might experiment with:
A FIFO queue based system where prospective points are pushed on and popped off
Calculus based system deriving future points from the rate of change between the most recent points (not yet effective with current knowledge (or lack thereof))
Fix accumulating error?
My initial suspicion has to do with NPC ships
Confirmed that a particular seed (1792) crashes because the planet selected for spawning is completely underwater (100% humidity) and ends up with no cities
should not be continual growth forever such that it would take over the whole continent with buildings. Instead it should reach a "carrying capacity" and approach equilibrium where the city is at a good self sustainable size for the reasources it has (farms, houses, etc..)
Farms will be built on the outskirts. If there are too many farms, houses will be built near the center. If there are both too many houses and farms, then taller buildings like offices and apartments can be built even further inward. This continues until carrying capacity is reached
The mobile controls are currently quite strange and prone to cause malfunctions/spaceship accidents. There is no deceleration button either, the only way for those playing on phones to decelerate is with the friction of planetary bodies!
Possibly part of a larger, later goal of implementing terraforming
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