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Orbital Swing

5 devlogs
14h 22m 3s

Space themed swinging game

This project uses AI

I used AI for debugging and learning how to create a utils file for audio. I also used it for learning how to save user data locally in the browser. The game does not use AI, it has no API keys used in it for generation of levels. That is done through an algorithm.

Demo Repository

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shouryamishra011

Shipped this project!

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I added a shop feature where users get 10 coins for every level they complete, I also added more in depth level generation. The way it works now is a procedural approach to create infinite variations of sectors that are guaranteed to be playable. The game uses a Seed-based Random Function. It takes the Level ID and converts it into a predictable sequence of numbers. This was super hard to learn and it took me like 3 days to get it down, I learned all the math behind it as well.

shouryamishra011

I have added a shop feature. Users also now get 10 coins for every level they complete, in the shop user can buy skins. I also will add in the next update a powerup feature. I also made level generation much more smarter and added a better colliding algorithm to it.

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shouryamishra011

Shipped this project!

Hours: 7.39
Cookies: 🍪 44
Multiplier: 5.91 cookies/hr

I learned how to build a fully local saving, high performance physics game from the ground up. I learned how to use Matter.js and the Web Audio API into a momentum driven swinging platformer with no external services. I learned how to complete a level editing workflow, implementing procedural generation, encoding sharable levels directly into URLs, and managed it all in the users browser. I also deepened my understanding of physics constraints, custom audio synthesis, UI/UX for game tools, and how to create a zero api system that still feels super smooth and reliable.

shouryamishra011

I decided it would be best to give everyone access to creating their own levels. So I added a create your own level feature, where users can save those levels locally using browser cache and I also worked on the physics based movement; making it smoother. I have created 10 levels, users can create their own levels by either manually doing it or hitting auto generate. I also removed the coins and skins feature as I thought that I should focus on getting the game out there for now, and I’ll take feedback as I get it and if people want skins and coins and power up features, then I’ll add it. The image below is an image of how it looks, I’m basically done the game now. Time to submit!

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shouryamishra011

Got 10 levels developed! The game is basically done now, I plan on adding a creator access so creators with the password can make their own levels.

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shouryamishra011

Added the level generation and overall game concepts. Its basically done.
The level generation in Orbital Swing uses a procedural deterministic system.
Seeding: Every level ID (e.g., Level 3) acts as a “seed.” Because the randomness is tied to this ID, Level 3 will always have the exact same layout for every player, but it will be different from Level 4.
Iterative Placement: The generator walks along the X-axis (the length of the level). Every few hundred pixels, it places a Hook Point.
Path Logic: It calculates the height (Y-axis) of the next hook based on the previous one to ensure the level is actually “swingable” and doesn’t just put hooks in impossible locations.
Hazards & Loot: Between these hooks, the game “rolls dice” (using pseudo-random numbers) to decide if it should spawn a coin, a bouncer, or a hazard. As the level ID increases, the probability of hazards appearing increases, and the gap between hooks becomes more varied.

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shouryamishra011

Got the home page down, working on level generation now.

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