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nullterm

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A member registered Sep 13, 2024 · View creator page →

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(1 edit)

Although nowadays with Proton a lot of Windows games run just fine, Godot gives us native Linux builds export for free, would be a shame to not use this feature. :)

Also, we're switching to Linux as main development environment, and so far it is a good experience.

Hey! Thanks for the feedback! The controls remap feature is one of the most requested, especially because of various laptop keyboard configurations. A proper controls settings screen is in the top of the priority list, stay tuned!

The scanner is very intuitive, liked it a lot!

Thank you! We're far from being comparable to those games as we're far from the Moon. But as the old saying goes, "you just need more boosters". Who knows, where this will go...

Junkyard Space Agency may not be "the spiritual successors to Kerbal Space Program", nor we have 80 Mil of budget and a huge dev team. 

But it has multiplayer, spacecraft built from beer kegs and scrap metal, plus the alpha was just released on itch.io!

We really need people trying it out, especially on low-end machines and laptops. And obviously, we're hungry for feedback!

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Hello, and thank you for trying out the game!

About multiplayer, at the moment we're sticking to the idea of "parallel universes". Basically, everyone normally plays in the "main" universe, where time doesn't accelerate, just matches real time. But when a player wants to warp, they are put in a copy "shadow" universe, with their spacecraft only (or a willing friendly spacecraft). Time there can accelerate at any rate, but spacecraft and bodies still move along realistic orbital mechanics, and on-board consumables are still consumed as function of the elapsed time. Once the player exits the "shadow" universe, they'll be reconciled back to the "main" one, i.e their spacecraft position relative to the orbited body will be the same as in the "shadow". From other players' perspective, it'll be as if they just popped out from one place and reappeared in another. This mechanic is not implemented yet though, and will come in future versions.

We're aware of the difficulty to plan complex maneuvers from the in-game cockpit UI, so there's a more KSP-like map view, that you can toggle via M key. But if you use the Orbit tab on the MFD, you'll see a lot of useful stats that'll allow you to perform precise rendezvous maneuvers. Just make sure to select the rendezvous target in the Map tab.

If you need more help, hop in to our Discord server!