2.1, i skipped 2.0


so uh, hi. im going to be doing a proper devlog for this, explaining how the game come to be and.. i dont know stop judging me...

so heres the story: (skip that if you like)

it all started in math class when the teachers where doing that weird thing where they try and make us learn fractions... except we already knew fractions. instead. i was looking at newtons universal law of gravitation, and reading about it, that took a few minutes and then i wrote it out on paper, planned how it would go in some pseudo code, and made a diagram about the forces acting on a planet in orbit. then. that night., for the first time i got up unity and stuffed around in that for 2 hours. the next day i set up a simple prototype, had a sun, just a yellow circle in the middle of the screen, and a blue circle that would go towards the sun and get faster as it went. so that worked. i then proceeded to have a many headaches other how to get it to have some initial velocity... its in the name tho... so i dont know how i struggled so much, but i barely knew much about coding then and i still dont realy. and then i put it up in itch.io, v 1.2(?) it was becuase i had done 2 major things (main prototype (1.0), initial velocity(1.1), and the ability to add new planets). and then i made it so you could change the initial velocity of a planet by right clicking, and the position by left clicking. and then a start and stop button, an fps counter (but in miliseconds), and i did some refactoring, and then i slept for a week, and now its now and i have added:


things added in 2.1:

- planets now get affected by the gravity of other planets

- for some reason planets were getting smaller on average the furthur away they were from the sun so i fixed that

- in vscode, i right clicked. and hit format document, and then i could read things much better

Files

Planet Orbit 2.1.zip 27 MB
Jun 20, 2024
PLanet orbit 2.1 [html].zip Play in browser
Jun 20, 2024

Get Planet Orbit

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