Experience the thrill of being part of a bridge crew on a spaceship with up to four other players in cooperative (player ships vs AI ships) and adversarial (player ships vs player ships) missions.
In this first development diary entry we discuss the flight system in UNION Cooperative Spaceship Simulator.
Posted by Faerdan on Dec 7th, 2012
Hi and welcome to this first development diary entry for UNION Cooperative Spaceship Simulator.
I have been developing UNION in my spare time since June 2011, it's finally getting to the stage where I feel I have something to share.
In UNION I'm dedicated to making a really cool fun game (obviously), and to do that I'm focused on creating a really deep experience that's easy to get into.
When I say "deep" I mean that everything is in UNION is simulated, but simulation doesn't have to mean complexity. Instead it's about cause and effect. If you change something then the game should react in an expected way.
So that brings us to the topic of this first diary, UNION's flight system.
UNION is built as a multiplayer game, so even if you play on your own (in the "singleplayer" campaign later on) you'll be playing on a local server (which your friends will be able to join for a coop experience if you allow it). A core part of this is the multiplayer physics simulation.
UNION's multiplayer physics simulation allows us to use "newtonian physics" for our flight system. It also has a lot of built in functions (such as client side prediction) to allow you to have the same experience on the internet as you would on a LAN.
In many spaceship games, and indeed in earlier versions of UNION, forces are applied directly to the center of the ship in order to move and maneuver it. That means if you up the throttle the ship is pushed forward along it's forward axis, and if you maneuver the ship torque (rotational force) is directly applied to make that happen. This does work, but it's boring because every ship handles in almost the same way (just with more or force or torque).
In UNION forces are applied exactly where you expect them to be. So when your Helm officer ups the throttle on your ship forces are applied to the engines (at the point where you see the engine exhaust exiting from). When you want to maneuver the ship thrusters are fired in groups around the ship to match Helm's input. What this gives you is unique handling for each ship, they are not all created equally. Thruster placement, amount, and strength, play a massive part in the maneuverablility, and flight characteristics, of each ship.
Here are some examples:
The Helm officer can use the keyboard (WSAD), mouse (by clicking and dragging in th direction to move), controller (such as the XBOX 360's) or, my favourite, a joystick (including a throttle, if you have one).
Thank you for reading UNION's first development diary, I'll be posting one per week (where possible) from now on.
I'm passionate and very excited about UNION and I hope you'll stick with me through it's development. I would very much like to hear people's comments and get some input into my decisions and plans.
All the best,