Tuesday, July 19, 2011

Silent Runner - Trailer and Demo

I've made a trailer, AND a title for the submarine game!

SILENT RUNNER


I've also created a demo, which I guess you could call the extremely early alpha. Version 0.1, if you will.

For Windows

For Mac OSX

CONTROLS:

Holding down the Left Mouse Button puts you in torpedo-aiming mode. While holding the LMB, moving the mouse left or right will change the direction your torpedo will head for, indicated by the red line. Releasing the LMB will fire the torpedo.

If you are holding down the LMB and the dashed line doesn't turn red, it's because it is too soon to fire another torpedo.

W and S, or the Up and Down Arrow Keys control the speed of your engines.

A and D, or the Left and Right Arrow Keys control the rudder.

Holding the F key will lower the submarine, and holding the R key will return the submarine towards the surface.

Pressing the Space Bar will toggle your SONAR. The sonar will allow you to see distant ships through the fog, but can also alert them to your presence.

Holding the Right Mouse Button and moving the mouse will move the camera, and turning the ScrollWheel will zoom the camera in or out.

Wednesday, July 13, 2011

SUBMARINES! DESTROYERS! SONAR! TORPEDOES!

They say a picture is worth a thousand words, so here's a bunch of pictures and some words as a bonus.
The sonar display is projected onto the water surface, instead of a clunky GUI window.

The goal of the game is to sink things with exploding torpedoes.

All alone in the fog...

...or are you? Sonar allows you to detect ships you can't see.

Coming Soon:

  • Depth charges
  • Enemy air support
  • Mounted machine guns
  • Missions!!!
  • Cool stuff I wrote down somewhere but don't remember at just this moment!

Monday, July 4, 2011

In the land of submarines

I'm working on a little submarine game now, which I'll post more about later.

A problem I encountered in Unity with this is that the "drag" parameter used for the physics engine has no direction. (ie: the air friction is unaffected by direction). I think I've managed to reverse engineer the drag formula though, and created a script for directional drag using vectors. Projections FTW!

I'll post something on that later, and also something on the physics stuff I had to figure out for Radical Ostrich. Both will have awesome diagrams, of course.