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High in Space's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #51 | 2.852 | 3.143 |
Overall | #60 | 2.485 | 2.738 |
Presentation | #60 | 2.528 | 2.786 |
Fun | #68 | 2.074 | 2.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a cool little demo. I made it 16 hours. There were a few turns where I accidentally clicked / committed to a bad trajectory though, wasting an absurd amount of delta v. The interface was pretty easy for me to use as a KSP veteran.
Is the tech you're working on in orbit_tesselation intended for another game idea? I'd be interested to know where you're going with this, or other projects using the same tech. Any plans on packaging it up in a way that doesn't depend on a specific third party bevy crate? I've got a backburner project that could potentially benefit from an easy-to-use orbital mechanics plugin.
Hello there. First of all, thanks for playing our game.
Originally, I created
orbit_tessellation
just for fun, after reading how KSP 2 renders orbits. It did become useful to us later though, as we used it in our final project in CS class. The project was basically a planner for interplanetary maneuvers (porkchop plots and previewing the respective orbits in 3D). The project isn’t currently open-source, but we could make it if you’re interested (be aware though, that the code is really messy in some places).There aren’t any plans for releasing the crate on crates.io, neither with nor without
bevy_polyline
. However, it should be pretty straight-forward to do removebevy_polyline
(or put it behind a feature flag) if you really wanted to use it. The tessellation/rendering is separate from the orbit calculations themselves. I wouldn’t really recommend using it, though. The code only supports elliptic orbits at the moment, and there’s some weird stuff going on with converting between physics and bevy coordinate systems (currently there’s just a quick and dirty fix, without actually understanding what’s going wrong).If you have any other questions, feel free to contact me on Discord (netzwerk2) or via Matrix (@netzwerk2:matrix.org).
I love orbital-based games, couldn't really get into this one - I want it to be more dynamic / real-time. But I will never hate on a game based on orbital mechanics.
Really original entry! I could see this evolving into a really interesting simulator. I really like the orbits and how it played, the only tweak I would make is to make it easier to pause the satellite, as clicking on it is a bit finicky sometimes. Loved the rocket science explanation ^^