Orbital Margins (the game wot I'm making)

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! I had promised last month that I’m going to geek out about the first actual spacecraft designed in-depth for the game, and that’s exactly what I’m doing. There’s pictures, too!

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I feel like I should print out that diagram and put it up with my other space related collectables

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I feel very honored just by you having had the thought! :smiley:

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I wish I had Sean’s superpower of getting thousands of people talking about my game by just posting an emoji, but Alas I have to post more involved things for much less return:

In short, graphics are coming to orbital margins, really soon. It’ll only be static backgrounds, and most will still just be dumb placeholder images, but I have a first background image for a space station, and I have the alex, so that’ll make two when the update drops. Not that much, now that I read it. Oh well… :person_shrugging:

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But it looks really cool :smiling_face_with_sunglasses:

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It seems to be my eternal curse that my biggest updates keep being really close to NMS updates… Oh well. Let me come straight to the point:

THERE BE GRAPHICS NOW!!

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

We also have 3 shiny new orbital depots for remassing, enabling a lot of profitable options for a spacecraft like the Alex. This is acompanied by this release’s codex update, which is an entire section about Orbitography. It’s like geography, but with orbits. I recommend to read at least the logistics page to get a couple of pointers on how to plan your journeys!

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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Couldn’t decide whether this was finished or not, so I asked my wife. She said it looks finished. So I guess that’s what huanggong’s going to look like for the time being:

Next update will be pretty small, just this new background and a codex entry. Spacecraft updates are coming along, but are certainly not release-ready yet.

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It looks like it is finished to the point of working but could be added to later. At least, that is what my brain sees :sweat_smile:
Happy cake day!

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That is… actually pretty much the case! But I certainly had not expected to convey that in the image alone. Didn’t even attempt to! :exploding_head:

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Feel like I’m looking through those old educational books, usually hardback and thin, that had all sorts of space diagrams and visuals, you know the ones, sometimes they have those clear cellophane pages with the objects exterior and flipping it over reveals the interior, etc.

I miss those. If I recall, those old illustrations and representations from the pre-90s is what you were aiming for and youve certainly nailed it, right down to the contoured shading and the faint glow around objects

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Thanks for your encouraging words!

And here’s the promised release. As mentioned, only the new graphic and a codex entryabout 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:

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