Out of orbit


When I first started creating the game, I chose to make x2-0 (the spaceship after which the game is named) a RigidBody2D. I had absolutely no experience with programming (my prior attempts on game making relied on RPGMaker 2000/2003 and GameMaker 2, which by the time were much more visual oriented than the current versions of these engines) and the idea of Godot taking care of all the physics for me was too tempting not to take it.

Even when I chose to play a bit with the traditional copter format by making the ship fly around a black hole, Godot's standard physics plus Area2D's gravity point were enough for a cool result.

Where am I going right now? Guys? Guuuuys??

However, for the following stage, I had something a little more challenging in mind: planets around which the ship could orbit and hop to other planets. And somehow I just couldn't make it work with proper Godot physics.

Don't get me wrong: everything worked as they should, it just wasn't what I wanted. The player might have been mesmerized by how realistic the ship would spin around planets, but they would surely have a really hard time playing the stage in any enjoyable manner. I didn't need real motion, I needed something the player would be able to control.

So, I decided it was finally time to attempt to do x2-0's movement by myself. And... it worked! And... it was quite easy too.

Wait, you mean I was so scared of something that took me one line?

It was quite the journey, and I was frustrated happy to have reviewd sin, cos, vector projections and other math stuff I had never thought I'd actually put to use in my life.


But now I can have my ship happily rotating around the planets, but also leaving them and reverting back to "standard" movement.

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