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Solar Lander News

Gameplay Update Preview

Over the past couple of months, I've been working on some more aesthetics as well as gameplay and physics updates.

Here are some screenshots of what's in store for the new updates (starting with the physics):

The unity engine has a collision buffer on 2D collisions that prevent the objects from actually touching each other. Since I couldn't reduce the buffer or scale-up the game, I simply adjusted all of the collision meshes.


Here's a screenshot of the command module being nudged by the lunar module (I advise against that). Most of the command-lunar collisions should look a lot more convincing now. A product of this is that you no longer have that "jerk" that is associated with undocking and staging.

Now for some aesthetics:


The engines now look like their doing something when their fired. I added a particle system to the engine so that you get different amounts of particles at different thrust levels. The best part is that the engine exhaust can collide with other objects. Careful not to fire your engines too close to the command module. Otherwise, you can crash the command module without even touching it!


On the topic of gameplay, I've added upgrades that will give you a variety of items to choose from. I'm still working on balancing the upgrades, but since this game is in early access, I'll let the community help me decide what needs to be tweaked in that department. Here's the upgrades screen (I may make some changes though):


For our final screenshot, we have an updated settings screen. Be aware that this is still a work-in-progress, so what you see here is going to be different than what you see when the update is launched.


As the screenshot suggests, you will be able to change stuff like the screen resolution fully within the game itself. The update screen's width matches that of the help screen, so it's more consistent with the rest of the UI. I still haven't figured out how to change joystick input settings from within the game, but there will be sound, contrary to what the screenshot would suggest.

Among what's not shown in the above screenshot is going to be an update to how controls are assigned. One button per possible assignment.

Here are some other things to be updated that are not shown in the screenshot:
  • Reaction Wheel Removed
    I just couldn't get a realistic reaction wheel and one that made the vehicle maneuverable. That said, vehicle control is now done exclusively with the RCS thrusters, just like the real live counterpart. And that's going to make the game a little bit harder.
  • Kill Rotation Updated
    The flight computer is now aware of the minimum throttle setting that'll cut-off the RCS thrusters if the throttle is below that setting. The result is a more accurate kill-rotation mechanism.
  • Persistent Stage, Undock, and Kill Rotation
    You will no longer have to hold down the key to undock, stage, or kill rotation to ensure the safe completion of said tasks.
  • Steam Achievements and Stats
    This will be the first update that will contain stats and achievement tracking. You'll get achievements for progressing through the game, being very skillful, and being very stupid.
  • Mission/Story Framework
    I've put in place the foundation for a story-mode and mission framework, but there are some other things I really need to get out of the way before I start flushing-out a mission set or story mode.


It will probably take a couple more months before the update is out. In the mean time, feel free to leave some feedback on what should also be improved, what needs to be fixed, or what should be added.

Aesthetics Update Is Live

The first major update to this game is out. This update mostly provides visual enhancements to the UI, starting with the main menu. Everything is now big and centered on the screen.

There is a new Help screen to replace the old help information on the main screen and gives a bit more detail about the various parts of the UI. The Help screen will be updated as needed based mostly on player feedback.

There is a new settings screen that allows you to assign keyboard and joystick button inputs. These settings are saved so that you don't have to reassign your buttons every time you start the game. There's also an option to reset to the default settings. Due to some limitations in the Unity engine, axis assignments are done via a dialog box that now comes up before the splash screen. The axis assignments are "X Translation", "Y Translation", "Rotation", and "Throttle."

The graphics settings are currently set using the same dialog box to set the axis until I get a better system in place. Cockpit sounds and developer commentary are coming soon.

The in-game UI has also been greatly improved. There is now a HUD that gives you all the information that you need to land and redock. A button on the top center of the HUD allows you to change the HUD mode between surface-relative and command module-relative information. At the request of one of the players, the HUD now has a horizontal speed indicator.

The default controls have been adjusted slightly to allow you to separate the main engine from the vertical translation thrusters (there's an option in the settings panel to change this back if you want). You can now use your thrusters to assist your main engine or cancel-out some of its thrust.

The major control differences is that you must now hold the stage/undock buttons in order to maintain thrust, and that the keyboard/button inputs now instantly go from 0 to 100% and back when you use them. This is a consequence of me overriding the Unity's default input system.

The screens to view and submit your high scores have also been given a visual update. And a screen has been added for those who complete all the levels of the game without crashing.

Aesthetics Update Is Live

The first major update to this game is out. This update mostly provides visual enhancements to the UI, starting with the main menu. Everything is now big and centered on the screen.

There is a new Help screen to replace the old help information on the main screen and gives a bit more detail about the various parts of the UI. The Help screen will be updated as needed based mostly on player feedback.

There is a new settings screen that allows you to assign keyboard and joystick button inputs. These settings are saved so that you don't have to reassign your buttons every time you start the game. There's also an option to reset to the default settings. Due to some limitations in the Unity engine, axis assignments are done via a dialog box that now comes up before the splash screen. The axis assignments are "X Translation", "Y Translation", "Rotation", and "Throttle."

The graphics settings are currently set using the same dialog box to set the axis until I get a better system in place. Cockpit sounds and developer commentary are coming soon.

The in-game UI has also been greatly improved. There is now a HUD that gives you all the information that you need to land and redock. A button on the top center of the HUD allows you to change the HUD mode between surface-relative and command module-relative information. At the request of one of the players, the HUD now has a horizontal speed indicator.

The default controls have been adjusted slightly to allow you to separate the main engine from the vertical translation thrusters (there's an option in the settings panel to change this back if you want). You can now use your thrusters to assist your main engine or cancel-out some of its thrust.

The major control differences is that you must now hold the stage/undock buttons in order to maintain thrust, and that the keyboard/button inputs now instantly go from 0 to 100% and back when you use them. This is a consequence of me overriding the Unity's default input system.

The screens to view and submit your high scores have also been given a visual update. And a screen has been added for those who complete all the levels of the game without crashing.

Aesthetics Update Preview

Over the past week, I've been working on improving the aesthetics of the game. Here is a list of changes that I've made so far:

I've added a HUD-type display for orbital speed, altitude above ground, and vertical speed. The HUD also shows where the vehicle is going and which direction is straight down and level with the horizon. The velocity direction indicator is even color-coded to let you know if you're going to make a safe landing.

When the update is released, you'll be able to toggle between surface-relative and command module-relative speed and distance displays.

In the top-right corner, the text display of the fuel and speed has been replaced with a visual representation of how full your tanks are.


Demo of the HUD.


Speed direction indicator is blue to indicate a landing score of 1,000+ points.


Speed direction indicator changes color as you accelerate. Red is bad!

What is shown here is subject to change by the time the update is published. I'm also working on improvements to the in-game menus and the various screens that the menu items take you too. There will be a dedicated help screen and a new settings screen.

Torque Physics Fixed

I fixed an issue with the torque physics that would cause excess jittering with the vehicle. This would most likely be noticeable when trying to redock with the command module. The amount of jittering due to trying to control the vehicle is almost non-existent now.

As a side effect of this bug fix, the retro RCS thrusters (and possibly the main engine) are now far more effective than they were before.

This issue is not related to any jittering that you may experience in the later levels of the game. That is caused by the Unity engine using 32-bit physics and the planets late in the game being so much larger than the early planets. The 32-bit physics is also why I scaled the planets and vehicles the way I did.