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Show HN: Rocket Drone, a lunar lander type game for the web

rocket-drone.lol

41–50 of 96 posts

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#41

Earlier quoted context omitted.

Thanks for the feedback! The level generation probably still needs tuning to avoid those kinds of levels. Daily leaderboard is a great idea!

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?

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 :)

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#42
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?

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#43

Earlier quoted context omitted.

Thanks for the feedback! The level generation probably still needs tuning to avoid those kinds of levels. Daily leaderboard is a great idea!

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

Include the complete inputs for the solution, and verify on upload.

Then don't accept dupes and make the leaders winning flights watchable.

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#44
post #24

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

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.

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#45

Earlier quoted context omitted.

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

Include the complete inputs for the solution, and verify on upload. Then don't accept dupes and make the leaders winning flights watchable.

This requires deterministic physics.

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#46

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?

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.

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#47
post #40

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.

Hmm I don't have an android phone to test. I hope it's an isolated case..

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#48

Earlier quoted context omitted.

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?

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 :)

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.

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#49

Earlier quoted context omitted.

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

Include the complete inputs for the solution, and verify on upload. Then don't accept dupes and make the leaders winning flights watchable.

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...

Re: Show HN: Rocket Drone, a lunar lander type game for the web

#50

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?

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.

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!
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