You play a submarine commander, trying to destroy 3 other enemy subs. The only way you know where they are is the grid location and their periscope coming above water - and they know where you are from you doing the same.
You have rockets, but they're limited. Use them wisely.
Controls: WASD to move, left shift (hold) to raise periscope (to see where you are/where you're going), space to fire rockets and again to detonate (if they haven't already), and return/enter should reset the scene.
This is arguably unfinished. There's still loads I meant to do with this, so I fully appreciate it's not gonna score highly. I don't have the time to enter the jam, so I'll be happy with my first attempt at a unity game and polish/finish in my spare time. Enjoy what you can of this.
EDIT: Ah, just noticed I've forgotten to include some files on the submission. Will try and fix those in the morning.
EDIT 2: Should now be a working build available for windows again. Sorry about that.
things flew past, they were going a bit fast for subs, it feels like the whole games really sped up, does the game logic tie in with the frame rate or something?
The speed of the subs is an issue, yes. I was juggling between camera height and sub speed (too far and everything felt too slow, too close and everything felt too fast) and think I submitted mid-tweak. Sorry about that.
Linux version is missing its data folder too. Interesting idea, though everything did move too fast for the information to be useful. Also I kept blowing myself up by firing when moving.
What reason is there to ever raise the periscope, besides revealing your position? I didn't see any additional information when it was up.
Even when I saw enemy subs, it was only as they were zooming by the screen. Even if they were raised the entire time I don't think I could've hit one with a missile.
@Beanalby - This is the exact problem of the attached camera. I completely agree with you, you have no reason to raise your periscope. The original intent was to have the position of your submarine unclear on your own screen, so you'd have to raise periscope to reveal where you are to yourself in order to be sure you're pointing in the right direction. That kind of got lost in the rush of getting this completed, and is a fundamental design flaw in this release.
This was a really cool idea, one I loved even more since I am in the midst of reading The Hunt for Red October (which is making me wish I still had my NES and my dad's copy of Silent Surface to try my hand at again), but, as others have noted, the enemy subs fly by extremely quickly. The only way I had any success was by purposefully keeping my periscope raised to lure them into a corner, then bursting away, spinning and firing all I had. It would have been great if there was some way to get more torpedoes, or really just anything I could do after I was out of them.
This would be a really great multiplayer game with a fixed camera though. I can definitely see my friends and I enjoying something like this together.
Comments15
Interesting idea, though everything did move too fast for the information to be useful.
Also I kept blowing myself up by firing when moving.
Overall I think this is a nice start for your first Unity game.
Even when I saw enemy subs, it was only as they were zooming by the screen. Even if they were raised the entire time I don't think I could've hit one with a missile.
Sadly no music :/
Next time you jam with Unity, though, release a Web version... It's way simpler to review and for distribution.
Unable to load mono library from "C:~~~/ICU exe/ICU exe/Intense Combat Underwater - ICU_Data/Mono/mono.dll(error = 126).
This would be a really great multiplayer game with a fixed camera though. I can definitely see my friends and I enjoying something like this together.