Gaming Orbital Margins

I do like the idea of using a heartbeat monitor to display stress and vitality, but I can't find a way to make it really readable in the games context while being halfways intuitive and displaying everything I need (current and current max). I thought about using the pressure (peak) of the heartbeat to indicate stress, and the frequency to indicate vitality. But the stat is called "drive", so a higher pressure would actually indicate lower drive, so there's already an inversion there, and I don't see a way to display a current max of the frequency. Also, lower frequency is generally associated with lower health, but low frequency and high blood pressure don't really seem to work together all that well. I'm probably way overthinking this, but given I'd have to spend quite some effort on implementing the widget, I want to be fairly sure it would work for that job, and right now I'm not convinced it would...

I think I might do a "christmass tree" style panel with "warning lights" for all the stats. A panel full of colorful lights is cool, it's very readable, and it's very easy to do. Simple enough to just do it and see how it looks, I guess, so I can come to a definite decision later...
 
As predicted, no update this month, but a WIP screenshot of the new skin and some notes about the nature and challenges of the process of making it:
 
Time for the June development update!


TLDR: I accomplished everything that I intended to accomplish until mid-July, but the next release remains set for then. I’ll use the time to add a couple extras and prepare for a wider announcement.


Long version (and screenshots of the definite look and layout of the new UI):
 
It's been a while since the last update, but I was by no means idle. 0.9.0 is released and brings a lot of changes, mostly in terms of atmosphere: New UI, music, new and more diversified locations, but also some balancing:


As always, I am thankful for any feedback or insights people are willing to provide. The game is still free (free as in "costs nothing", but also free of the highly annoying habit to bother you for change every 5 minutes, because that somehow ended up being a thing nowadays), and will continue to be so in the foreseeable future.

Here's the state vector (devlog) for this month, this time mostly musings about the music and the pros and cons of putting any in at this early stage, but also a short look into the future:

 
Minor update with a couple of fixes this month, while I'm working on some chunkier mechanics:


I'm talking a bit about what I'm working on in the new devlog, as well as about crickets...

 
It's been a while, but it's finally here: The new major feature changing a lot of the early game, and the first actual progression system. Now you'll have to build your network of business contacts to get good jobs, but maintaining good relations with them will also have other long-term benefits, making some things easier.
Expression is now finally a truly useful attribute. Quite a powerful one, actually, allowig you to build relations with contacts much, much quicker than the stick jockeys that think the business is just about flying spacecraft.
Just don't get cockey. Flying a spacecraft is still very much part of the business, and those that don't do it right will find that running out of remass is not economical at all...

Download here (no account required), or through your itch app.


More musings about the slight delay in development, the challenges, and the new feature:
 
Devlog for december is up, revealing some of the struggles I'm having with getting orbital mechanics into the game. No actual update to the game yet I'm afraid, and probably not next month either.

 
A bit of info on the games background story and general philosophy behind its design, and some words on how the integration of orbital mechanics is going:
 
The maybe most significant update of my game, at least for orbinauts: Orbital margins, now with actual orbital mechanics! Take on the new challenge as you don't just manage your money and your DV, but also your time!

Latest devlog to go along with the release:
 
Minor update, finally introducing other aspect ratios than 16:9, and a couple other improvements:

New devlog, outlining a bit what the features are going to look like that I'm currently working on:
 
New update out! Now comes with the actual parameters of the starting spacecraft intended for the game. Also, there's a Codex page now. There isn't much in it yet, but I'll be adding some background info on the world with each release from now on. This months featured entry is about the Great Lunacy, the time period during which much of the orbital infrastructure present in the game was built.
Read the patch notes for a more detailed rundown about what's changed with this release:

I also heartily recommend the state vector of this month, especially for Orbinauts! I had promised last month that I'm going to geek out about the first actual spacecraft designed in-depth for the game (the very one you can see a WIP screenshot for above. There's a newer picture, too!), and that's exactly what I'm doing. And if someone here wants to point out some problems with the design and how to fix them, go right ahead. I might very well end up using your input!
 
Graphics incoming with the next update. Only static backgrounds and mostly placeholders. Can't make a graphic of all 9 stations currently in the game in only a month, after all (along with the entire redesign of how challenges are presented in general), but I've got one station now, and hey, that's better than none, right?

empyrean-core.jpg
 
THERE BE GRAPHICS NOW!!
empyrean_core_scene.jpg

Some, at least. Mostly still placeholders, making these things takes time!
placeholder_station_scene.jpg

We also have 3 shiny new orbital depots for remassing, enabling a lot of profitable options for a spacecraft like the Alex. This is accompanied by this release's codex update, which is an entire section about Orbitography. It's like geography, but with orbits. A bit of an old hat for most orbinauts, I guess, except the parts that talk specifically about the game-related stuff in the logistics page, which I recommend to read to get a couple of pointers on how to plan your journeys. Other than that, I'm sure some of you will find some wrong stuff in these new codex pages. If yes, please tell me!

Anyways, patchnotes an download:


In this months devlogs I talk a bit about games that do menus in a way you don't consider them menus, and about keeping myself in line when my brain is running off with ideas:

 
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One of the three big boys coming next:

huanggong.jpg
Welcome to Huanggong, the massively overengineered shipyard from which the Huangshan union intends to conquer the solar system.
 
Small update this month while I'm working on bigger features in the background.Adds the new graphic (see above) and a codex entry about the Big Bust (though that consists of 3 parts):

And this months state vector, right before I sign off and take a week of vacation:
 
After skipping a month, I’m back on the dev track, with a… very minor update. This adds graphics for one of the smaller stations, kroonhaven:
kroonhavn.jpg

As well as a couple of codex entries about the busted years. This really starts to go into the meat of the games background history and how the current orbital civilization came to be.

Right now, there’s no more than that. However, spacecraft upgrading is coming fairly soon. Read all about that in this month’s state vector:
 
0.14.0 is here!

Now with zero-g toilets and other fun upgrades for your sardine can of a spacecraft, and an additional graphic for one of the space stations:

lofty_docklands.jpg


There's also a couple of other things, here's the patch notes for a complete list (along with the download link):

As always, there’s some elaboration on the new feature and the current state of development in this months state vector:
https://randomactsofconstruction.itch.io/orbital-margins/devlog/1068206/state-vector-october-25
 
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I had planned a release today, but life had other plans, not going to make it. So here's a picture of Akshaya Patra, orbital farm extraordinaire, for now:

akshaya-patra.jpg
 
I've finally managed to wrap up all the loose ends for this release. New station (see above), quite a few new codex entries, but most of all completely overhauled job generation and UI. The game now feels more friendly to play.

More details in the patch notes:

And some more information about that station up there, as well as where I'm headed next, in the last state vector of this year:
 
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