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dhardenb

25 karma · joined February 5, 2020

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dhardenb··on Space Frigates
That's fair and I appreciate the feedback.

I admit that the controls are not intuitive for somebody who has never played the game.

I do enjoy the controls and find that they make the game very challenging but I do understand that it will drive away many potential players.

I think that the "why" will eventually be that there will be a lot more content. My long term visual is to grow the game into more than a simple shooter. I eventually plan to have larger ships with more components to control.

I hope that as the game progresses the content will justify more of a learning curve. For example, many people have taken the time to learn Dwarf Fortress because it is an awesome game with tons of content.

But I'm a long, long way from that.

So, to your point, I may need to make the controls more intuitive until the content justifies a larger learning curve.

Thanks for the feedback,

Dave

dhardenb··on Space Frigates
Hi!

Yes, you are correct. In fact, this has been something I have gone back on forth on myself.

I do actually have an “on board computer” That sits between what the player tried to do and what the ship actually does.

For example, the on board computer will only allow the pilot to fire the rotational thrusters to a certain max angular momentum.

I’ve also experimented with having the on board computer automatically stop rotation by firing the opposite rotational thruster for the pilot automatically.

The thing is, it was a pain because whatever we that degree turn was was never just right.

So, when you tried to fire at another ship you would often rotate a little too much or a little not enough.

Having it the way it is now we’re the pilot has to manually control angular velocity gives the. More precise control.

So that is why that is the way it currently is. But, many people have had the same feedback...

What I am thinking about doing is having a control on the HUD where pilots can choose manual versus automatic and also set the amount of predefined degree of rotation they want when in automatic.

I think that might be the best of all worlds?

dhardenb··on Space Frigates
Yea, sorry about that.

If you want to give it another try now that traffic has died down the performance is a lot better.

Thanks!

dhardenb··on Space Frigates
Hi!

It does have client side prediction. What it is lacking is a working sync when the updates come back from the server.

I’ve tried and tried to get that part right but it has been difficult.

I recently found the Lance engine and may just port to that since they seem to have figured it out.

You can follow my progress at: https://blog.spacefrigates.com

dhardenb··on Space Frigates
Thank you!

You can follow along with my progress at: https://blog.spacefrigates.com

dhardenb··on Space Frigates
I’m planning to do exactly that! Should have an updated post out tomorrow.

You can follow at https://blog.spacefrigates.com

dhardenb··on Space Frigates
Hi!

I’m working on mobile controls right now that will allow play on mobile browsers. Hope to have that done in the next week.

You can check out my progress here: https://blog.spacefrigates.com

dhardenb··on Space Frigates
Hi! Thank you!

I’m using the Meteor JS full stack framework as the base framework.

Really convenient for an app like this where parts of the code, like the game engine, need to run on the client and server and be identical.

Of course, you could do the same thing with node and web sockets yourself but Meteor JS made it easier for me to get started.

I’m not currently using any client side framework like React or Vue (although both work great in Meteor JS) because I render everything client side in the Canvas tag.

In the future, will probably be moving to the Lance real time JS engine and Pixie for WebGL tendering.

dhardenb··on Ask HN: What are good solo developer blogs that you enjoy reading?
I started a blog last year with the intent of sharing my journey to build an online game as a solo developer.

My activity dropped off but I’ve recently committed to push forward again so plan to get back to blogged several times a week.

I’m working on a post right now to talk about my experience of having my game reach #2 here at HN at what that was like. Should have it out tomorrow.

Anyway, you might find it interesting: https://blog.spacefrigates.com

dhardenb··on Space Frigates
Yep, when ships explode they drop debris which can be picked up for energy. How much energy you get depends on how much energy the ship had when they exploded.
dhardenb··on Space Frigates
This all went down while I was on vacation so have limited access. Plan to make some play through videos when I get home. You can follow my progress at: blog.spacefrigates.com or twitter: @spacefrigates
dhardenb··on Space Frigates
Thank you, much appreciated! I'm just starting out and have lots of plans. Follow my progress on my blog: blog.spacefrigates.com or follow the game on twitter: @spacefrigates
dhardenb··on Space Frigates
Yes, you are correct! Nice catch!

I left the brakes as is for now because the game was very difficult with out them.

However, to retain the level of realism that I was hoping for I plan to rework the brakes such that they show the ship slows to a stop properly.

For example, the onboard computer should calculate the actual thrusters needed to stop the ship for the player.

dhardenb··on Space Frigates
The long term vision is to allow players to control much larger ships. True frigate class ships. I'm still in alpha right now but will continue work if there is interest.
dhardenb··on Space Frigates
Thanks. I keep resizing to try to keep up. Wasn't expecting to show up on Hacker News. Not complaining though. :-)
dhardenb··on Space Frigates
Sorry all, wasn't expecting the traffic.... spinning up some more servers now...
dhardenb··on Space Frigates
Sorry all, wasn't expecting all the traffic. :-)