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omi-kun

Omi Nanasuko
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Still at it

3 min read
Orbital Vector by omi-kun
I spent going nowhere with my last game project, mainly because I wanted to build everything from scratch. After a couple years I decided it wasn't worth it and ported what I have done to Unity. Now it also works in VR!

giphy.com/gifs/orbital-vector-…

The focus of the game has shifted from a Gundam-esque combat game towards more of an RTS/Civ in space. You control multiple ships working toward multiple goals. The easiest goals for me to implement is combat and rendezvous, but the roadmap includes resourcing, ship construction, base construction, and colonization of the outer (and inner!) planets. My goal is to make the game flexible enough to incorporate technology from the near future to mid and far future (Falcon Heavy/ITS to Hellburner to FTL), and let the player/AI decide how space trade (and interplanetary diplomacy) would actually work. How do you expand your available resources? Will you send warships to bombard orbital facilities, drop rocks on planets, or trade energy for metals? Ultimately, I want to make a game that reflects the concerns of real world heads of state: national debt/currency exchange, military might, trade negotiations, employment rate, immigration, food shortage: basically rethink the Civ stats into less a numbers game and more a fuzzy issue that requires awareness of the global context.

But that's way farther out. Right now I'm just trying to get the basic movements work via the Porkchop, then add some fine tuning features to it, then missile spawns, then collision detection (should be easy if I use Unity's built in, but since this needs to be in real scale (think KSP) I would likely need to implement my own using double precision floating points), then then some kind of a damage model. I do want to explore the ship systems before resourcing/base constructions. Systems like heat management, fuel transfer, TWR and modular parts so if you're running low on fuel you can jettison your weapons/sensors lifesupport to gain a few m/s so you can limp back to base.

The immediate goal for today is just figure out why my times are all messed up...

Oh and since I was using ESA code (now using Mechjeb code) for all the orbital maneuvers, my game is open sourced and can be found here: github.com/omikun/OrbitalVecto…
Just download it and launch it in Unity 5.4.1f1 in Windows 10. Go to the Test scene, click on the GameObject named "master" and uncheck both Show VR Preview and Enable VR and it will work on any non-VR systems! I've also tested this on my macbook running El Capitan. But just a heads up I do not guarantee this will work on any one's systems, but if you have an issue post it on github and I will take a look at it. The code is subject to change and it tends to break at every other commit, so be warned D:
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Making a game

2 min read
Concept: a near-future universe, limitations of combat in space: no upper limit on speed, finite deltaV, almost no fog-of-war, passive armor is essentially useless due to excessive mass, all combat takes place in orbit around gravitational sources.

Nautilus mockup by omi-kun
A mobile frame increases maneuverability while decreases RCS fuel consumption.

As a pilot, your number one concern is fuel, or more importantly, deltaV. It is the change in velocity available to you based on the remaining fuel, engine efficiency, and mass. There are numerous tradeoffs: throw away weapons to gain deltaV, switch to low thrust engines with higher ISP, or dump fuel (and weapons!) for higher thrust-to-weight ratio (TWR) for higher maneuverability. Once you reach zero deltaV, you are stranded in your orbit, subject to gravitational disturbance and orbital decay. 

Back 1 by omi-kun
I don't understand how to use deviantArt anymore. When did the watermark get in there??

Your secondary concern is your orbital parameters. Periapsis too low and the ground will kiss you with death. Apoapsis too high and you'll be a sitting duck, or be outside the magnetic safety bubble of the map and be pummeled by debris. If your orbit profile is too similar to your targets, you'll end up spending too much deltaV getting close. Switch to a higher inclination or shift your augment of periapsis for a higher speed intercept!

There is a lot of work yet to be done. But it's work worth doing and not enough people are working on it. The source code of the game will be open sourced soon (when it's cleaned up and becomes readable), so other like-minded hard-science fiction nerds can join in on the fun.

Happy Thanksgiving!
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Back

1 min read
I've seem to have abandoned this site for the past few years, basically since I started grad school. Well good news to those who want to hear it, I am back! I've been painting a lot this past month and I'll update every couple of days, so stay tuned!
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My beautiful if not kind of bland 24 inch monitor broke :( It's been with me for 1.5 years and I have grown really close to it. It's really bad for me right now. Don't want to do anything and I have no artistic mojo at all.

Note to self: don't ever buy anything by Soyo ever again.
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Moving...

1 min read
From one harddrive to another. Just installed 64bit OS so I can use all the new ram when it arrives. Though not entirely sure if Photoshop itself can handle 5 or 6 gigs by it self considering it's not 6 bit itself...

Not really feeling like painting anymore, kind of depressed now that my girlfriend left to check out a gradschool in Wisconsin. Weird how that works.
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