while you guys were concept-art-ing, I concept-coded. It's basically a test to see how the physics will work.
http://psychonova.110mb.com/planets.swf
notes:
* real gravity, following inverse square law
* player is massless
* click to focus, then use arrow keys to apply forces
* drag the planets if you want
It raises a few issues:
1) control: just like robotology, a control scheme needs to be created. currently i'm just applying forces, like what hover-mode would do, but to walk on planets, i was thinking maybe a walk forward button, a turn around button and a jump button. I can't think of any other method to run around planets without having to switch buttons (like running loops in sonic). Galaxy worked because the camera rotated with the player, but something like that in 2D is a sure recipe for motion sickness.
2) inertia: it's space, there's no drag, everything moves around. Maybe have a central planet the camera focuses on (a sun!)
3) everything tends to stick together: maybe i should do what galaxy does and have static planets... orbits are possible but don't last very long and are easily upset
4) speed: it's not an issue here, but everything needs to check vs everything else for collision and gravity. With very complex levels, this could cause a speed problem. There are solutions to this problem, which I'll think about.
5) collision: it's a pain in any game, and this small test shares N's system's problem of being squashed into stuff. I need a real solver, which I think exists for circles but I can't think of it.
@pixel-physics -- not my area, and i don't think it's anyone else here's expertise either. It's hard, slow, (more) inaccurate, and not n-like at all, so I would advise against it
@planet images -- well, we haven't decided on a style yet, but it should all gel, as Geti said. Although, personally, I think cartoony objects on a photorealistic background could work.
EDIT: Aargh, spoilers don't work. I want to put the source in one. Try this:
http://pastebin.com/f6f9f0998