Moving planets/asteroids?

undbsd shared this feedback 4 years ago
Submitted

This would be a good idea for new gameplay - orbital mechanic!

So the game have kind of orbits, but they aren't work realistic (self-braking).

Replies (5)

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The only reason this could never work is because the entire game engine, down to its core, would have to be rewritten, as currently the world relies on static voxels at X, Y, and Z coordinates. Any changes to the game engine would cascade into every single other entity in the game and then you'd be looking at a complete rewrite of the entire game, which would be harder than just making an entirely new one with a different game engine that already allows this.

All this being said - yea, woulda been nice if the game engine allowed that from the start but Keen didn't have us yet for these kinds of ideas.

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Unrealistic requests like this really reduce the value of this feedback forum to the developers.

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to make mobile not the planets, but the space around them and with them. Like an onion, make rotating zones around the sun with different rotation speeds. Leave the imitation of the sun only next to the planets, to simulate day and night. in general, you can figure out how to simplify it, but at the same time make it closer to reality visually.

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This solution will make it possible to create asteroid belts, rather than fill the entire space with them, which will also be more interesting. Make clusters of asteroids at Lagrangian points. Or around planets in the form of rings. Make the maximum depth of the excavated layer several kilometers, and the central core of the planet one impenetrable large voxel. This will relieve the server load and allow you to make planets of larger diameter.

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In general, you need to use your imagination, and you can always figure out how to implement this with limited PC resources.

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