Hohmann Havoc
Unity, 2D Art, Physics Programming, Ludum Dare Compo
My goal was to translate real world orbital mechanics to power two-dimensional player movement. I also wanted to create a finished project within a short time-frame.
PROJECT GOALS
BACKGROUND
Hohmann Havoc is a 2D space arcade shooter which has the player fly around a tiny Earth protecting it from asteroids on the collision path. It was made in 48 hours for The Compo variety of Ludum Dare 38 with the theme, ‘A Small World’.
This game utilizes a semi-realistic physics system (e.g. inverse square gravity). I used Unity and Gimp for development.
PROCESS
Inspired by physics, I took Isaac Newton’s Law of Gravitation formula and translated it into a script that is applied over objects in their Update method. The challenge I faced was that orbital movement wasn’t intuitive; to solve this, I found a way to visualize orbital motion for the player.
I decided on the method of polling the object’s predicted motion and drawing a curve between these sampled points. This strategy had two problems: predictions became inaccurate with respect to time and long-drawn out paths would clutter the screen. I solved both by limiting the arc to an appropriate time length to ensure accuracy and simplify visuals.
TAKEAWAYS
Hohmann Havoc allowed me to practice elevating the primary function of player movement, which taught me the power a single mechanic can have on the success of a game. It also helped me learn to manage my time even better to deliver great work within the deadline.