Pulsar Kick Gameplay Improvements
Lots of Pulsar Kick improvements! I’ve incorporated the physics engine that has been in progress for some time, which has unblocked features I’ve wanted to implement for a while like collisions between the player and other objects, and being able to fire projectiles at asteroids. Also new are UI elements and SDF rendered text which began life a few years ago which allows for me to start naming things which makes it feel more like an actual world.
While play testing I realised that 6 degrees of freedom doesn’t really work on a touchscreen device, and I re-evaluated what controls are practical, opting for a system with an oriented plane (though you can loop by pitching and be ‘upside down’). The idea here is to keep left stick for pitch/yaw and leave right thumb for control buttons since there are no shoulder buttons and using the side of a thumb isn’t practical on a touchscreen.
In getting this movement system to work, I decided to restrict in-atmosphere movement to a single orbital height to allow for fast movement across planets but without having to worry about orientation, and I really like the orbital transitions I’ve implemented.