The Trade-Off Between Realism and Playability

Everyone who has played Ladon, so far, has mentioned that it’s difficult to tell which way they’re moving. My initial thought on that was, “well, yeah, that’s what it’s like in space.” It’s true; there isn’t any way to measure velocity in space, unless there’s an object nearby. I hesitated to add the grid because I wanted the player to feel that enormous emptiness of space. In the end, though, having a game that’s fun to play is more important than having a 100% accurate simulation of reality. So the compromise I went with is a big glowy grid, which I can explain away as being generated by the ship’s navigation system, a hologram, yadda yadda. And for the realism purist, there’s an option to turn off the grid in the menu.

Try version on the releases page.

Here be Dragons! Or Maybe Just Some Annoying Triangle Things

It took about a month to get all the “foundation” pieces built, like procedural generation and entity state management. With those done, I was finally able to add some enemies to battle. They are loaded and saved along with all the space rocks, using all that foundation stuff.

They can’t hurt you yet, because the player’s ship has no collisions and no hitpoints. But they’re fun to shoot at and they have a nice explosion effect. Mining and combat are the two big pieces of gameplay, and those are both working now. That’s a relief, but I am way behind schedule. The end of March will be the half-way point and this game is not half done.

Mine some resources *AND* blast some baddies in version