Ship Design and Mission Planning
After a lot of posting nothing here and working hard everyday (except Saturdays) I finally have something that's worth showing! Been working on a lot of features in parallel so nothing was fully ready to show and some minor things like the road network with path finding took a lot of work (and still not ready). It's the constant thing when developing things, the least expected feature will take the longest time :)
Ship Designer
But there's now a ship designer, enter it by selecting a production hangar that has an available hangar slot to enter. I decided to put the decided to put the designer inside of a hangar because I wanted a bit of the feeling that you are on the base and working, will add people and things in the hangar later probably, it's also pretty cool that you can look outside and see the base there :P The look around camera turned out pretty cool, it uses two staticbodies with colliders to raycast and set the position of the camera to avoid pillars and other things. Not sure it's how people usually do it. Anyway I'll refine the UI a lot, it's not super intuitive right now, you kind of have to know what you are doing. Want to avoid making tutorials, intuitive UI is better, I just need to get good! :P
Production
Production is starting to take shape, you can already produce complex things like rockets. It will produce all the parts first and then go on to assemble the rocket itself. There's also a base queue that buildings can pick orders from in order to distribute production. But you can also set up a single building to do things like maintain stock for a list of different items to make sure you always have some. It's pretty flexible, Hope it's not too complicated. It's a bit inspired by RimWorlds bill system. Hope it works well. Next step will probably be to get some logistics going, like piping belts etc, not sure if I should go there but I love games like Factorio :)
Mission Planner
The mission planner takes a rocket or rocket configuration and calculates based on orbital math when to separate stages if a launch has any chance of succeeding and how much fuel is consumed etc. Had to learn a lot about rockets to get this going, but it's a fun subject so it's a win win :) First step is to plot a path, you say where you start and then go step by step. For example: "Start at Earth surface" > "launch to orbit" > "transit to Mars" > "land on Mars". Then you pick a rocket you want to travel on the path with. Then the planner will calculate everything and see if it's feasible. Pretty cool imo :)
Anyway, back to working!
SpArk: Push the Frontier
Lead SpArk Corp in a Deterministic Space Strategy Sim.
| Status | In development |
| Author | SpArk-Dev |
| Genre | Strategy, Simulation |
| Tags | base-building, Exploration, Godot, Indie, Management, Sci-fi, Space, Space Sim |
| Languages | English |
More posts
- Fuel Generators and Orbital maths27 days ago
- Stockpiles, Tanks, and Cryo Conundrums27 days ago
- Rocket Production Hangar27 days ago
- Actually building Hangar building27 days ago
- Earth Planet View + Launch Pad & Solar Panels27 days ago
- Earth to Moon and back27 days ago
- First Look at the Solar System view27 days ago

Comments
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Do you need music for your game?
I am a music producer creating custom backround music for indie games.
I was looking at your game and thought I’d reach out to see if you need music for it.
I honestly haven't started thinking about anything audio yet, I will eventually, thanks for reaching out!
Do you have for example discord so if you think you need some music, we can discuss there?