- Auto-zooming camera (can be toggled off with Space)
- Improved landing gear graphics
- Tuned landing gear physics
- Rocket has to be touching ground with both feet to count as landed
- Display elapsed time after completing mission
The landing gear has been adjusted so it can't invert itself on hard impacts. I still need to transmit shock through to the hull when you reach the compression limit on the landing gear; a current “exploit” is that you can survive an impact of any magnitude so long as you can absorb it completely without letting the hull touch the ground.
Line drawing is very slow on some graphics drivers, so I'm gradually replacing my uses of that. The landing gear was one; the trajectory plots are the other.
The big change this week is the camera. Most of the time it works well enough that you can complete the game without needing to manually adjust it. The algorithm right now is very simple: it frames the rocket and the nearest objective.
The biggest place where this falls down is when you need to do some close maneuvering and the nearest objective is far away. It also doesn't work if the player has something else in mind besides going to the nearest objective. I've been trying to think of better metrics but haven't hit on anything yet. I think the camera needs may change once opposing force is added, so I will probably do that next. I'll start with some simple turrets and give the rocket the ability to shoot back.