Love the idea! A more realistic physics engine would have been cool though (the ball seemed to move very rigidly) Something along the lines of "add a small part of the distance of all planets to the velocity of the ball every frame", that way it won't lose the momentum of the hit so fast and it will fly in really nice arcs. You would probably just need to tweak the gravity strength to be exponentially stronger when it's closer to the planet and add some friction so another planet doesn't pull it away all the time
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Thanks for the feedback. :)
Yeah, that's definitely something I would love to address, but I struggled a lot with the math, and had to apply some workarounds. Eg. when the ball leaves the gravity of one planet and enters the next, it keeps the same rotation, meaning it will sometimes abruptly take a quick turn mid-flight. The temporary fix is to increase gravity by a lot, so that it dead drops onto the surface of the next planet.
I also want to disable gravity on the player character when they jump into space, and replace jumps with rocket boosts, which can only be used a few times before you need to land on a planet to replenish fuel. That would force me to add checkpoints/restart mechanics though, and rebounds/"wrap around the corner" when the player character leaves the game screen. Currently it's not an issue, since there's always gravity from the closest planet, which I'll probably keep for the ball.