Epicycle Interactive (Ryan Toole)
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epicycleint.bsky.social
Epicycle Interactive (Ryan Toole)
@epicycleint.bsky.social
Master realistic spaceflight in my aptly titled, orbital mechanics puzzle game, Orbital Mechanic! Wishlist here: https://store.steampowered.com/app/3395150

Otherwise, give a follow if you're into spaceflight, physics, general space stuff, and indie games!
One fun (and annoying to implement..) feature: allocating fuel between joined ships. From the HUD, you can divvy up fuel between the ships as you see fit and then split them off. You can also lock the allocation for any entry. #indiedev #gamedev
June 3, 2025 at 11:56 PM
Been a minute, apologies! I've been scrambling to try and make the June #SteamNextFest. I didn't make it 🥲Next one in October for sure. Anyways, here's a shot featuring the WIP HUD #screenshotsaturday #gamedev #indiedev
May 31, 2025 at 8:54 PM
Just some highly elliptical spacecraft trajectories for #screenshotsaturday. As always, if you like the idea of learning about orbital mechanics in a fun puzzle setting, wishlist Orbital Mechanic: store.steampowered.com/app/3395150/... #indiedev #indiegamedev
January 25, 2025 at 11:40 PM
Regrettably, I decided to opt out of entry into Steam's NextFest - instead targeting the June event. Here's a conciliatory #ScreenshotSaturday, messing around with larger systems. At a certain system scale, I'll hit float precision issues. Ought to go double long term.. #indiedev #indiegamedev
January 18, 2025 at 6:04 PM
Belated, illegal #ScreenshotSaturday on Sunday 💀 Progress through levels completing challenges - typically by rendezvousing with a target, or, in this case, achieving a trajectory passing through two regions. A ship's satisfying the objective by entering the bottom zone now #indiedev #indiegamedev
January 12, 2025 at 6:32 PM
Alter your trajectories through manual burns or by pre-planned maneuvers - the former is on display here, ultimately sending a ship on a hyperbolic escape trajectory #gamedev #indiedev #indiegamedev
January 10, 2025 at 6:29 PM
Using the "patched conic approximation," a many-body system is divided into several two-body systems, simplifying trajectories into deterministic ones. This is often pretty darn physically accurate - plus it allows for reliable time warp, or rewind even!
#ScreenshotSaturday #indiegamedev #indiegames
January 4, 2025 at 9:57 PM
Plotting a future maneuver to coordinate a rendezvous #indiegamedev #gamedev #indiegames
December 29, 2024 at 4:59 PM
Quick preview of a small solar system in my first upcoming title, Orbital Mechanic! #ScreenshotSaturday #Unity #IndieDev #GameDev
December 28, 2024 at 10:02 PM