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Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 8:01 am
by Damocles
Here a new version with some postprocessing, and additional RCS movement (using A,D,R,Q) for horizontal and vertical maneuvering.
To keep it more realistic (still high) with 2000 asteroids
The collision hull of the asteroids is now more precise.

There are also some more easter eggs to find ;)

spaceclutter RCS demo

here the same demo using an additional js-function to set the document fodus, in case the keys do not react:
spaceclutter RCS demo (start with js focus support)

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 2:42 pm
by Talvieno
Your RCS thrusters feel a bit weak; I can't really tell they're doing much, even right next to an asteroid. They might be helpful for landing, but not much else. Also, I find myself wishing I had some kind of faster travel method, like Freelancer's cruise engines.

And I think I found your Easter egg (one of them?). :)

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 3:56 pm
by Damocles
There are a couple more ;)

The RCS is mostly ment to maneuver around smaller local objects (like docking etc), not really to avoid larger obstacles dynamically. For that the player needs to use the normal steering.
The RCS speed is up to 20 m/s though, (the forward speed is 150 m/s max) unless there is a bug in your game session.

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 3:59 pm
by Talvieno
Honestly, spending twenty minutes crossing an asteroid field is not my idea of a fun time. :D That's the only reason I bring it up. I'm not much of a fan of "trucker" type games; I like something to be happening.
Spoiler:      SHOW
Tiny astronaut? :) and multiple ships scattered about

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:08 pm
by Damocles
Ok, its just a tech demo currently, here the spoilers for the impatient lot:
Spoiler:      SHOW
there is a ship parked at the "dark side" of the huge, largest asteroid, the beacon should be visible when surrounding it.

another two ships are quite in the center of the asteroid field, at the "bottom" of it, one of them is visible by the beacon, and another is not far from it.

two more ships are when going towards the planet from the starting position, at the edge of the main field.

And then there is a lonely dead cosmonaut, but i forgot where that was....
At least it kept you busy for 20 minutes :mrgreen:
Im working on the more exciting game mechanics currently.
But I dont want to squeeze them into a demo assembly, as this is likely to mess up the project code even more.
90% of the time, its slugging though boring codeline. The demo was a fun distraction.

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:09 pm
by Talvieno
Oh, no, I understand it's a demo. :D I was just wondering whether you were planning on keeping it space-trucker style, or intending to add a cruise mode or something later on, that's all. :) Also, I'm excited to see what you do with it, hence the interest in your plans for the future.
Spoiler:      SHOW
I think I found (most) of everything - I seem to have missed one set of ships. I only found three, not five. Your "lonely dead cosmonaut" is right up next to the asteroid with the asteroid ship. He's difficult to see. I thought he was a broken RCS unit at first.

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:13 pm
by Damocles
Yes, there will be a faster movement mode. One that allows higher relative speeds, at the cost of limiting free movement.
The locations will have up to a 100x100 km area, but the core objectives will be within a few kilometers.
(There are hundreds of locations in the system map)

It will be more fun, when there are concrete objectives.

But I also think there should always be some rewards for people who just like cruising around.
Spoiler:      SHOW
The astronauts are to scale.
the ship modules of the player-ship have a 5 meter diameter. Quite reasonably when compared to current tech.
You will also notice that all ships are build from components, similar to current space station modules. The plating it ment as protection from micro-asteroids and just generally to make the shape look better.

The player will be able to customize the ships then, by replacing modules for the ships intended purpose, and - when lucky - get a really nice paint coating.
The standard coating is a practical but quite ugly white protection foam.

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:14 pm
by Cornflakes_91
the "stearing" (!= "steering") and the typo'd speedometer (ms/s != m/s) trigger my ocd very hard :lol:

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:17 pm
by Damocles
Cornflakes_91 wrote:
Sat Jan 20, 2018 4:14 pm
the "stearing" (!= "steering") and the typo'd speedometer (ms/s != m/s) trigger my ocd very hard :lol:
My spelling is not my virtue

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:19 pm
by Cornflakes_91
Damocles wrote:
Sat Jan 20, 2018 4:17 pm
Cornflakes_91 wrote:
Sat Jan 20, 2018 4:14 pm
the "stearing" (!= "steering") and the typo'd speedometer (ms/s != m/s) trigger my ocd very hard :lol:
My spelling is not my virtue
not meant in any bad spirit, just noting :D

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 4:22 pm
by Damocles
No offense taken, I have to spellcheck like every post i make, and reedit afterwards.

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 6:43 pm
by FormalMoss
Damocles wrote:
Sat Jan 20, 2018 8:01 am
Here a new version with some postprocessing, and additional RCS movement (using A,D,R,Q) for horizontal and vertical maneuvering.
To keep it more realistic (still high) with 2000 asteroids
The collision hull of the asteroids is now more precise.

There are also some more easter eggs to find ;)

spaceclutter RCS demo
The keyboard controls dont work for me.
I don't use a mouse, as I've a touchscreen laptop.. so if I place one finger on the screen, I have to rotate it somewhat before I see the ship from above..
Then using another hand, I click elsewhere on the screen to have the ship rotate in a different direction..
I have no idea how the controls work at this time
But, it looks very good.. works well on Linux Mint :)

EDIT: ahh, now I get it, if I place two fingers on the screen, I can now control the craft :)

EDIT2: Okie, I get it now, will get this running ona 50" plasma and my 6-core rig tomorrow.. will leave it running for a few hours and see what happens :D (can i reach the sun??)

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 7:03 pm
by Damocles
Hm, on Linux I have no problems with the keyboard commands.
So W and S do not response? Or do you use a different keyboard layout (like those french do) ?
What browser is it running on?

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 7:24 pm
by DreamKeys
Yeah, it's strange.

I did test it on chromium, firefox, opera and brave ... runs fine on every browser but no keyboard input.
I'm on a german keyboard layout which should be no issue for those keys.

It's like the Unity WebGL Player doesn't grab keyboard input somehow.

Re: 10000 Asteroids Testlevel (WebGL)

Posted: Sat Jan 20, 2018 8:27 pm
by Damocles
Hm, do you get keypresses when testing javascript on this website ?
http://unixpapa.com/js/testkey.html

Unity is also just using the basic Javascript backend, unless they try something fancy, or detect a controller, and might get confused.