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Game Pivot and Trajectory Interception Deep Dive

Hey all! In this dev log I'll talk through the design and technical challenges associated with trajectory prediction and AI in an ambitious project like Retrograde: Legends and how an ultimately design driven core loop pivot has enabled me to leverage months of prior learning to build a better technical approach to orbital mechanics AI behavior in a fraction of the time. First, some background: I'm refactoring much of Retrograde's core loop to focus more on what's really fun - orbiting planets and blowing stuff up in microgravity. As part of that I've decided to move away from the economic and open-world simulation aspects of the game that seemed to distract from the core experience.  The game's new direction is a darkly humorous, orbital mechanics roguelike in which you are stellar warlord bent on conquering the galaxy one planet at a time. Engage in Newtonian physics powered pitched battles in orbit around planets, moons and stars. Use real-world inspired prop...

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