[HN Gopher] Show HN: Rocket Drone, a lunar lander type game for ...
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       Show HN: Rocket Drone, a lunar lander type game for the web
        
       Author : crispisulcans
       Score  : 49 points
       Date   : 2022-08-13 18:59 UTC (4 hours ago)
        
 (HTM) web link (rocket-drone.lol)
 (TXT) w3m dump (rocket-drone.lol)
        
       | onion2k wrote:
       | The controls get stuck on my Android phone. It'd be much more fun
       | if that didn't happen.
       | 
       | The fact you have to land fully in the 'landing pad' is also
       | immensely annoying. With a more play testing and better controls
       | it could be fun.
       | 
       | I'm really tempted to make a clone in React.
        
         | remram wrote:
         | Had no issue on my Android phone, Firefox Android 103.
        
         | crispisulcans wrote:
         | Hmm I don't have an android phone to test. I hope it's an
         | isolated case..
        
       | crispisulcans wrote:
       | Hi all, thanks for all the great feedback so far! Here is a bit
       | more context: I (also go by wavy) made this game while taking a
       | break from my work project. It was inspired by the old-school
       | lunar lander games as well as drone racing. I wanted to build
       | something that illustrates the difficulty of drone flight. It was
       | made in p5.js over the course of several weekends. I never really
       | intended on publishing it until I showed it to a few friends who
       | kept on encouraging me. I'm glad some of you are enjoying it!
        
       | jonwinstanley wrote:
       | I can't get anywhere on this. Instantly lost 20 mins of my life!
        
       | pvwj wrote:
       | Great job with the feel and aesthetic!
       | 
       | But it's way too hard for me: I couldn't get past Level 3 of the
       | tutorial :/.
        
       | svnpenn wrote:
       | controls are way, way too sensitive.
        
       | bullen wrote:
       | There is something very frustrating with the spin inertia, almost
       | impossible to regain control when things start rotating...
       | 
       | Here is a tip for a recent C64 game that uses one rocket like
       | lunar lander:
       | 
       | https://csdb.dk/release/?id=201753
        
         | crispisulcans wrote:
         | I tried it just now (took me a while to figure out how to run
         | this). From what I'm seeing this game has what is equivalent to
         | attitude control on autopilot, meaning you stop spinning right
         | away when you release the input. It is definitely easier to
         | control, but removes one of the main challenges of drone
         | flight.
        
       | elteto wrote:
       | Crash and burn. Constantly. Why do you do this to people?
       | 
       | I'm trying again...
        
       | captaincrunch wrote:
       | After trying this for 30 minutes and not landing... I noticed the
       | .lol domain extension.
       | 
       | I hate you
        
       | satyrnein wrote:
       | At least it's fast to try again!
        
       | junon wrote:
       | The thrust being so sensitive you have no control, and then when
       | you have enough speed, you have no power. It's literally
       | unplayable.
        
         | [deleted]
        
       | mkl95 wrote:
       | This is a pretty solid game. Two thoughts:
       | 
       | - It is so hard to maintain control that it feels unfair rather
       | than challenging on tricky levels.
       | 
       | - The game should reward the player to give them a sense of
       | progress - this will prevent many of them from quitting after
       | struggling for a few minutes. A leaderboard could work.
        
       | fouronnes3 wrote:
       | Awesome! Great work. Reminds me of Landing Confirmed on android
       | on which I have extensive flight experience, but this particular
       | tuning of the physics feels more difficult.
       | 
       | Is the acceleration constant or does it dependent on fuel
       | remaining like real rockets?
        
         | crispisulcans wrote:
         | Thanks! I didn't know about Landing Confirmed. It looks pretty
         | cool too. The thrust is constant. With both sides firing it has
         | a 2:1 thrust to weight ratio.
        
           | fouronnes3 wrote:
           | I see, great! I'm having a lot of fun still after many hours
           | on Landing Confirmed. I think the auto generated levels are a
           | great touch. I would add a threshold for collisions, so that
           | under a certain low speed, collisions cost no health. Either
           | that or add landing legs :) You could also easily have
           | different types of vehicles by just varying the thrust and
           | the distance between the two engines. Would make a easy
           | variety being able to pick a spacecraft. Also you can easily
           | make different "planets" by just changing the background
           | color and the gravity value :) and on some planets add an
           | atmosphere of various thickness which adds drag!
        
             | crispisulcans wrote:
             | There is already a collision threshold, but very low. I
             | might have to increase it to be noticeable. Otherwise great
             | ideas all around :)
        
       | fisherjeff wrote:
       | This game is terrible, I will not be playing it again.
       | 
       |  _[47 long years pass, my family gathers solemnly at my
       | deathbed]_
       | 
       | Fine, okay, one more try. But then that is _it_.
        
         | [deleted]
        
       | porcc wrote:
       | Classic problem of the game is too easy for the developer because
       | they've been playing it for so long. The controls are unintuitive
       | but fun if you're willing to take a beating for a while. Even
       | after a long time learning tho there's a strong lack of control,
       | a little bit of rotational friction tending to keep the ship
       | upright would go a long way
        
         | fouronnes3 wrote:
         | I have many hours on a similar game on Android (Landing
         | Confirmed), and although the particular tuning here is
         | different, the general physics is the same. I'm having a lot of
         | fun and it's still very challenging.
        
       | Kaibeezy wrote:
       | Modest success using African drumming patterns on the thrusters.
       | Always knew that class would be useful one day.
        
       | iamandras wrote:
       | Wow, this is a very hard game :) Five tries to even go away from
       | the first platform :)
        
       | melony wrote:
       | Looks perfect for use in RL tutorials. Does it have an API?
        
         | crispisulcans wrote:
         | I hadn't planned on that use case, but check back in a few days
         | where I might share the source code. Perhaps you or someone can
         | build around it.
        
       | knolan wrote:
       | Lots of fun. Works surprisingly well on mobile too.
       | 
       | The Astro's Playroom tech demo for the PS5 has a level like this
       | where the DualSense triggers are used for the thrusters. The
       | force feedback is incredible and really gives you an edge in
       | feathering the thrust. It's also a lot easier!
        
       | someweirdperson wrote:
       | First couple of free play (random I guess) levels were easy, then
       | I ended up with one where there was insufficient fuel to complete
       | it. It might be solvable by going balistic through some section,
       | but I lost patiens, then couldn't find the random id for a retry
       | later.
       | 
       | Highscores for the daily (and yesterdaily to check where you
       | ended up) would be nice.
       | 
       | On mobile it shows controls in lower left/right corners, which is
       | a little inconvenient. Luckily, touching anywhere on the
       | left/right side of the screen works.
       | 
       | Possibility to zoom out would be nice, to avoid the possibility
       | to fly into a dead end.
       | 
       | Also, I'm somewhat confused. This is HN and noone has yet posted
       | some js that calculates/plays automatically? Iirc that was the
       | case for the NASA docking simulator. Or did I dream this up?
        
         | crispisulcans wrote:
         | Thanks for the feedback! The level generation probably still
         | needs tuning to avoid those kinds of levels. Daily leaderboard
         | is a great idea!
        
           | someweirdperson wrote:
           | Reading the other comments I tried the tutorial (who plays
           | tutorials?!). They did feel faster (and thus relatively more
           | difficult) than the random levels. Is inertia and gravity the
           | same on all levels?
           | 
           | And tutorials 8 and 9... they are intended for someone to
           | implement automation, aren't they?
        
             | crispisulcans wrote:
             | Inertia and gravity are the same on all the levels. I don't
             | know why it would feel different... Yes, levels 8 and 9 are
             | meant to be more challenging. you might encounter obstacles
             | like that in the random levels. Each level of the tutorial
             | is meant to give you practice tackling different kinds of
             | obstacles. I would love to see what automatic inputs can do
             | for some of these levels :)
        
               | someweirdperson wrote:
               | If its not the physics then its the simulation. Free play
               | is a lot slower than the tutorials, time feels like it is
               | running at 50% speed. Android tablet, firefox.
        
               | crispisulcans wrote:
               | oh I see, yes it could be performance-related. I will
               | need to decouple the game update loop from the rendering
               | loop. Will do soon.
        
           | TedDoesntTalk wrote:
           | How do you implement a leaderboard that can't be spoofed with
           | REST POST calls from curl or postman?(Genuine question for my
           | own JavaScript game) doesn't need to be perfect just a
           | barrier that makes it painful to spoof easily
        
             | someweirdperson wrote:
             | Include the complete inputs for the solution, and verify on
             | upload.
             | 
             | Then don't accept dupes and make the leaders winning
             | flights watchable.
        
               | fouronnes3 wrote:
               | This requires deterministic physics.
        
               | crispisulcans wrote:
               | Yes this is what I'm thinking. The replay links already
               | include the full input. I would then just have to verify
               | it and show the link for each entry. For example this is
               | my flight just now for today's daily with a time of
               | 12.97s: https://rocket-
               | drone.lol/?level=5550594399&replay=IIgmIUWAJB...
        
               | someweirdperson wrote:
               | Ooooh, replays already exist. I didn't notice the button.
               | 
               | https://rocket-
               | drone.lol/?level=9&replay=IIiKIUWARAOBhYBzAQg...
        
               | crispisulcans wrote:
               | nice one!
        
               | someweirdperson wrote:
               | sub-10s. feels like cheating with slowed reality of
               | course.
               | 
               | https://rocket-
               | drone.lol/?level=5550594399&replay=IIhSIUWBhB...
        
               | crispisulcans wrote:
               | a little downward boost at the beginning, trading away
               | some health for time, love it!
        
       | [deleted]
        
       | dvh wrote:
       | Even if you use procedurally generated levels, first few should
       | be hand picked to be easy.
        
       | thedrbrian wrote:
       | why not use the arrow keys?
       | 
       | It's bloody weird using both hands to try and control the ship
        
         | crispisulcans wrote:
         | I avoided arrow keys partially because the drone will generally
         | not move in the direction you press, but I'll consider adding
         | alternate key mappings :)
        
         | [deleted]
        
       | bagels wrote:
       | Most of the challenge comes from bad controls.
        
       | rishikeshs wrote:
       | Just a small suggestion, make the initial few levels easy!
        
         | crispisulcans wrote:
         | Thanks! I intended for folks to start with the tutorial. They
         | are easier than any of the free play levels but still
         | challenging until you get used to the dynamics.
        
       | aplywi wrote:
       | Definitely want to learn more about this!
        
       | born-jre wrote:
       | Try Crossing Hand, Right hand on Q and Left hand on P.
       | 
       | It will help a little bit, not much.
        
       | NickSingh wrote:
       | Holy shit this game is hard. First few levels, maybe a bit of
       | extra health?
        
       | declnz wrote:
       | Agh so good but so annoying :)
        
       | born-jre wrote:
       | You are a sick person, crispisulcans, why would you bring misery
       | to the world ? :D
        
       | wazoox wrote:
       | Absolutely unplayable. I spent 5 minutes on the "tutorial" and
       | can't do anything but crash after 2 or 3 seconds. Looks like
       | trolling, not a game :)
        
         | [deleted]
        
       | throwoutway wrote:
       | Wow. This game is hard, and kind of addicting. I haven't even
       | gotten to land safely once.
       | 
       | One feedback: on mobile, if my phone locks or I navigate away
       | from the browser, it freezes when I come back. I can't click
       | reset. (IOS)
        
       | captaincrunch wrote:
       | I want to swap P&Q doesn't feel natural. This is hard as hell :D
        
         | MPiccinato wrote:
         | Agreed! Even after getting used to it a little bit, really
         | hard.
        
         | crispisulcans wrote:
         | which keys would feel more natural for you?
        
           | captaincrunch wrote:
           | Make P=Q, and Q=P (swap the keys)
        
           | bagels wrote:
           | Two adjacent keys so the same hand can be used. Consider
           | having introductory levels with lower acceleration rates.
        
       | frfl wrote:
       | This is brilliant. Spun out of control into a fiery crash.
       | 
       | Any chance you could, if you're the creator of this, share the
       | source code?
        
         | crispisulcans wrote:
         | Thanks! Yes I can consider sharing the source code. Check back
         | in a few days :)
        
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       (page generated 2022-08-13 23:01 UTC)