Zero G space anomalies. Oh no!

I suppose technically this is a feature addition but it was only a short section code and built upon the existing collision detection. Basically there are regions that turn the gravity of the spaceship’s rigidbody off when the player enters them, and on again once the player leaves.

My intention for this game is to eventually have the user choose how to distribute Thrust and Agility (from a limited energy source), so each player’s control experience will be different. Currently I’m manipulating the values just in the editor.

Following from the above, I want to provide players with multiple paths to success, based on their (and their ship’s) strengths. A ship with a higher turn rate but lower thrust might fare better in a low-grav space anomaly than a powerful ship with low Agility.

P.S. yes I absolutely scraped the side there. The zero-G fields are tough to navigate!

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