Wreck at Delta Blue
In Wreck at Delta Blue, you must investigate a wreckage outside the giant blue gas giant, fabled by many as a place of bad luck. Collect samples, and avoid crashing into asteroids!
Controls:
WS / Flight stick Up/Down - Pitch
QE / Flight stick Twist - Yaw
AD / Flight stick Left/Right - Roll
Arrow Keys / Flight stick analog - Look Around
Shift & Control / Flight stick speed setting - Flight Speed
This is made in Godot 4 Alpha 5, so expect many, many bugs. I didn't get to complete as much as I wanted (meant to upload this for the Comp section, but maybe not this time :smirk:). This is more of a test for how well Godot 4 can run.
Changelog (thanks everyone for testing, and letting me know these things to fix!):
*Version 1.2 (April 8, 2022):*
-Fixed audio looping for the engine of ship. For real this time.
-Removed screen space reflections. This fixes a lot of visual bugs, due to current issues in the engine.
-Changed alpha clipping on the "Samples Collected" UI, so it's less jagged and easier to read.
-Removed the space alien hiding in the ship.
*Version 1.1 (April 6, 2022):*
-Halved pitch and roll speed, to make it work well for keyboard users.
-Fixed flashing blue lights in older version. Particles were removed from samples.
-Fixed game "finishing" when collecting two of ten samples.
-Fixed audio looping for the engine of ship.
Screenshot_20220404_215810.png
Controls:
WS / Flight stick Up/Down - Pitch
QE / Flight stick Twist - Yaw
AD / Flight stick Left/Right - Roll
Arrow Keys / Flight stick analog - Look Around
Shift & Control / Flight stick speed setting - Flight Speed
This is made in Godot 4 Alpha 5, so expect many, many bugs. I didn't get to complete as much as I wanted (meant to upload this for the Comp section, but maybe not this time :smirk:). This is more of a test for how well Godot 4 can run.
Changelog (thanks everyone for testing, and letting me know these things to fix!):
*Version 1.2 (April 8, 2022):*
-Fixed audio looping for the engine of ship. For real this time.
-Removed screen space reflections. This fixes a lot of visual bugs, due to current issues in the engine.
-Changed alpha clipping on the "Samples Collected" UI, so it's less jagged and easier to read.
-Removed the space alien hiding in the ship.
*Version 1.1 (April 6, 2022):*
-Halved pitch and roll speed, to make it work well for keyboard users.
-Fixed flashing blue lights in older version. Particles were removed from samples.
-Fixed game "finishing" when collecting two of ten samples.
-Fixed audio looping for the engine of ship.
Screenshot_20220404_215810.png
Genres: simulation
Comments17
-Halved pitch and roll speed, to make it work well for keyboard users.
-Fixed flashing blue lights in older version. Particles were removed from samples.
-Fixed game “finishing” when collecting two of ten samples.
-Fixed audio looping for the engine of ship.
Overall, very weird graphical effects, very immersive except that looped engine sound haha. Needs music, something like https://freemusicarchive.org/music/koi-discovery/origin, that particular album is CC0, meaning public domain. Should take 15 minutes to add music to any LD game :)
-Tim
-Fixed audio looping for the engine of ship. For real this time.
-Removed screen space reflections. This fixes a lot of visual bugs, due to current issues in the engine.
-Changed alpha clipping on the “Samples Collected” UI, so it’s less jagged and easier to read.
-Removed the space alien hiding in the ship.
The samples were pretty hard to find because of the weird cockpit lighting. Didn't your parents ever tell you it's illegal to drive at night with the cabin light on?
Some other things I didn't like:
- The cockpit noise was extremely loud and annoying. Either tone it way down so it's just a low hum, or get rid of it. I had to mute the game to be able to play for more than a few minutes
- There weren't enough asteroids and they were pretty small. Avoiding them did not factor into the gameplay for me
- Moving from one sample to the next got boring quick. Another gameplay element would have helped. Something like a scanner that you have to manually activate that pings the samples would significantly improve the gameplay IMO
Obviously 72 hours is nowhere near enough time to make and polish a space ship sim, but you did a good job putting together the core features. What was there actually felt pretty polished and I could see myself enjoying a more fleshed out version of this (I like space sims)
I agree 100% with what you are saying! There were a lot of features I wanted to add and just ran out of time to do, due to various reasons. One of these would have been a speedometer, to tell how fast the player is moving. Also, the way to tell where the "play area" is, was going to have an arrow pointing back to where the samples are. Having a different sound / music than the awful droning sound I whipped up in 5 minutes would be nice too! :laughing: The asteroids were also going to have a challenge where you wanted to get close to them (maybe for some "points"?), but I ran out of time there too. They were made dark and distant to try and make them realistic and make the player fear stumbling near one, but I clearly needed more to it than that.
I can say that, thanks to the overall feedback I'm getting, I'm going to look into making a more polished version of this game. Something that is closer to what I originally wanted to make, yet also address features that people want (or want changed). Since I want to be fair to the ratings for Ludem Dare, I'm going to wait until at least the rating period is over before releasing a "2.0" version! :peace:
Overall, well done!
It's great that you could submit something, but I think this doesn't have enough meat in it's bones.