
u/irasponsibly

Finally, Clicks Communicator, the ultimate mobile gaming device:
Big Walk tee design idea a friend thought of while playing
Occlusion Problems for Isometric TileMapLayers with Elevation
I've been playing around with a few ideas I've had for a 4X-ish game (Civilisation), and wanted to start out building a nice terrain system. Specifically, I wanted to have elevation - 4 different "heights", a bit like Humankind.
It's been going ok, re-learning the basics as I go (it's been a while since my last project), but I've hit a solid wall with trying to get stuff on the tiles to show up properly.
I originally had all the tiles on a single TileMapLayer, with four "heights" of tile just made by having the tile graphic taller than it needs to be and having four of each tile. I ran into issues with that - since there's no way to vertically offset a tile, I'd need four copies of each "forest" sprite, and that would start being a total mess to manage.
After scrapping that, I moved to have each Elevation level have it's own Terrain and Features layer. All four are the same setup, just offset 0, 22px, 44px, and 66px vertically to give the "2.5D" effect, and I fill in the "underground" with the code that generates all of it. That seems to work fine, except now I have this problem with trying to add 'features' on top of the tile. Either the 'features' show up in front of stuff they're supposed to be behind, or (shown in the image) they get cut off by terrain that's supposed to be behind them. I've tried different combinations of Y-Sort Enabled, Z as Relative, and Y-Sort Origin offsets, but I've not managed to do anything other than flip the problem back and forth.
I can start thinking of terrible hacky solutions (like setting everything to Z=0 and then manually assigning Z-heights to every tile), but is there a proper way to be doing this?
I've found a few examples of people with the same or similar problems, but none of those posts seem to have found solutions.
How can Kitten Space Agency make "boring" planets more interesting than KSP did?
I've been thinking for a while about some ideas for a KSA star system, mostly on the track of "reminiscent of our solar system" with some clear "analogues" for most planets. (personally I think it's important for the system to be recognisable even if it's made up). I've got a pile of ideas (which you can read a totally unpolished draft of here if you're so inclined), but I've had a question nagging at me - how can KSA make the boring planets genuinely interesting to visit? KSP has Dres which is so ignoreable that it's a meme, but even that's more fame than Moho gets as "most annoying stop on a grand tour". Tylo is only interesting because it's such a pain in the butt to land on, but once you're down... you'd be having more fun if you'd gone to Laythe or Vall.
Here's the ideas I've had bouncing around for ways that 'boring' places could be made more interesting;
Dwarf Planets with Crossing Orbits
In trying to make some interesting [dwarf] planets (think "Dres"/"Ceres"/'Vesta"), there's only so much cool surface features (water ice? big ol' canyon?) can do. So what if getting to them (and getting between them) wasn't just a challenge, but something fun to master? The idea is to a few dwarf planets right near each other that you can swing between for not much Δv, or use for weird manoeuvres to save fuel getting home.
I was thinking four; a big one (which I've nicknamed "Jerk") as sort of a Ceres analog which could as a bit of a challenge to land on (decent gravity, and no atmosphere), a moon-sized one just a little closer in ("Snap", think Vesta) two smaller dwarfs (big asteroids, really) in a distant binary pair ("Crack" and "Pop") a little further out. A few big canyons and mountain peaks (cryovolcanoes?) to check out, and we've turned one boring lump into a dwarf-planet-hopping travel itinerary. The exact orbital parameters of this lot would be hard to get right to balance "realism" and fun.
High Heat and Cool Canyons
"Mercury" is tough to make fun to visit. A planet in the inner solar system with no atmosphere is hard to get to no matter what. My first idea was caves; the Moon has Lava tubes that we've never explored, what if "Mercury" had a whole interconnected network of lava tubes to explore, map out, make bases in, run rocket-powered races through? Think walking down through Outer Wild's Ember Twin, but less extreme (and no dying after 20 minutes).
...unfortunately we're not getting surface features like caves. So - modifying the idea a bit, I was thinking of a network of deep canyons where a lander (or a base, or a racer...) can shelter from the sunlight and heat. If heating was a genuine problem this close to the sun, these canyons could make exploring the stars' nearest neighbour more interesting than just "it's the moon, but brown, and really really hard to get to", especially if they were linked together like old drawings of Martian "canals".
That being said, deep canyons are an instant bump in the cool factor for any planet, and I don't know if this on its own make Mercury worth visiting, so I'd be open to more ideas.
Life Everywhere
What if there's life to be found on nearly every planet and moon? In most places, probably it's just microbes and a bit of a green texture. But maybe on "Mars" there's a tiny crevice in a canyon with a little oasis of liquid water? Or Like KSP2's Vall, maybe there's some plant life where the subsurface ocean pokes through? Taumoeba in the atmosphere of "Venus"? Fish in methane lakes on 'Titan', ready for cats to make extraterrestrial sushi?
I'd be interested to hear other people's thoughts, if you've got any more ideas!
^(Please note: I'm the moderator here, but I am not affiliated with Ahwoo or Rocketwerkz)
Daishi - WIP Rocket Snoots and Fairings
From Daishi on Discord, posted over the last week or so. > snoots
(Rocket Snoots is the term-of-art, but they're also known as "nosecones" in some circles.)
Gravhoek - Improved camera when Staging and Docking
From Gravhoek in Discord (the other day): > One of my many little updates over the past few days has been improving our camera smoothing. We now gently transition between center-of-mass points during staging and docking events, and the overall camera smoothing technique should be much crisper now.
Gravhoek - Improved rendering for orbits near planets
From Gravhoek in Discord: > A few orbit line rendering improvements when close to planets, including some arc start/end markers.
Gravhoek - New more colourful interface for consumables
From Gravhoek in Discord: > A small UI upgrade for consumables coming in the next build: colors, labels, and quantities!
National guidelines on puberty blockers are coming as fraught debate continues - ABC News / 7:30
abc.net.auThank you for $200k! First Look Teaser & Studio News
From Taylor (Ahwoo) in Discord:
Thank you for $200k! First Look Teaser & Studio News
First things first: thanks @everyone to your incredible support, we’ve officially passed $200k in contributions 🎉.
In addition to hitting this funding milestone, Kitten Space Agency recently won a New Zealand Hi-Tech Award, becoming the first-ever video game to do so. This is an absolutely massive achievement for our team.
While community contributions cover around 2% of RocketWerkz total real-world development costs so far, it represents an incredibly healthy foundation for where the project is at. That total cost includes not just our dedicated KSA team, but also our Enterprise team building BRUTAL, the underlying framework that KSA runs on. This marks the first time our studio has ever had regular community contributions for a project, and we do not take your generosity for granted.
On top of that, we’ve just dropped our First Look Teaser for Kitten Space Agency: https://youtu.be/-GRmn2oTnck
Development has been actively underway since mid-2024. While we are still in the early stages of pre-alpha, we wanted to pull back the curtain and give you a proper look at some of the incredible work happening across the game so far. As you look at the progress, please keep in mind that we have been hyper-focused on establishing solid core fundamentals. We're building a safe, rock-solid scaffold right now so that we can confidently build everything else we want on top of it later.
Check out what the team has been cooking up:
⚙️ Recent Milestones & Progress
Physics & Collisions: Shifted to a local floating origin for high-precision calculations, enabling true vehicle-to-terrain collisions and physics-based docking with kinetic energy latching.
Vehicle Editor Overhaul: Flipped assembly to a top-to-bottom launch configuration. Added 15-degree rotation/face snapping, symmetry-aware gizmos, a part duplication hotkey
(Ctrl + D), and in-editor animation previews.Visuals & Graphics: Integrated FidelityFX CACAO for depth shading, PCSS for natural soft shadows, NASA-data normal maps for 2D clouds, and distant glints that catch light based on vessel orientation.
Systems & Realism: Upgraded target tracking with click-and-drag burn arrows. Added dynamic ice/insulation debris that flakes off tanks during launch, and introduced mandatory command modules to pilot vessels.
🕹️ RocketWerkz & Ahwoo is Exhibiting at gamescom
For the first time ever, RocketWerkz and Ahwoo are exhibiting at gamescom in Cologne, Germany in Hall 10.1. We’ll be bringing Kitten Space Agency, which is available for free through Ahwoo, along with four other titles from RocketWerkz.
If you’re attending, come by our booth to play the latest build and meet some of the team, including:
- Dean Hall, Founder & CEO
- Stefan Moluf, Former Spaceship Flight Software Engineer
- Felipe Falanghe, Creator of the original Kerbal Space Program
Kitten Space Agency Custom Patch Submissions Open! (Official Contest)
Posted by Taylor (Ahwoo) on Discord:
> We’re giving the community the chance to design custom KSA patches for our jumpsuits.
> Submit your artwork for the chance to have it turned into an embroidered or woven patch, which will be displayed on one of four Kitten Space Agency jumpsuits.
> These jumpsuits will be used to help publicly promote the game, so your design could end up being seen by players, press, and space fans around the world.
> We’d love to see what you come up with.
> Submit your designs here: https://forms.gle/k376ucVu4Wx3XeseA
Images: the jumpsuits, some examples
(This is a contest put together by Ahwoo (the game's distributor), not a fan contest - I don't know any more than you do!)
You're welcome to post your submission to the subreddit, but make sure you've submitted it first so nobody can take credit for your work! And we've been told this is mostly for fun - so don't take it too seriously!
What does Kosmos-1 look like?
I know people have been banging on about the lower VFX budget this season, but it's really noticeable that we haven't seen a single picture or shot of the Kosmos-1 spacecraft. Not even a still photo in one of the newsreels, unless I missed it.
Are there any concept drawings for it?
There's a possibility that Kuragin reused old Mars-94 hardware, and there's almost certainly spare parts around the place, so it's not even unreasonable that they could reuse assets from Season 3 with a couple of new emblems and some black and white tiles painted on (since that's what a lay audience understands a heatshield looks like)
>!There's narrative and budget reasons we don't see Kosmos-1 skip off Titan's atmosphere, but surely an establishing shot of ST and K1 talking could have had the camera fly from one to the other?!<
> Hourly amperage not guaranteed. Wires may come pre-chewed. Heatlamps are not rated for operation in vacuum.
From Daishi on Discord.
I had to remove Citrix Workspace from my machine today in order to upgrade to Fedora 44 - is there any reason Citrix still hasn't got around to updating the dependency on webkit2gtk3?
It's also been a problem on Ubuntu since 24.04, but there's apparently a built-in workaround in the Ubuntu deb package, which has a copy of the outdated library bundled in, which wasn't done for the rpm package. I was hoping this might get fixed in v2601, but no luck.
It seems this has been reported for months over on the official forum, but there's been no response from any staff there. Anybody know what gives?
I've yet to try the manual workaround suggested in this post, but it seems a bit absurd to have to work around something like this when using proper enterprise software.