
SATURATION
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SATURATION
GREETINGS DIVER. THE DEEP SEA REFINERY HAS A LEAK AGAIN.
IT'S YOUR JOB TO REPAIR IT.
TO ENSURE SURVIVAL, DO NOT HARM THE LOCAL WILDLIFE.
DOWNLOAD
SOURCE CODE
HOW TO PLAY
SUBMARINE CONTROLS
To steer the sub, use the A/D keys to steer left/right, and the W/S keys to steer up/down. To drive forward, hold SPACE. The CTRL key can be used to drive in reverse.
You also can use your booster by holding SHIFT, and can toggle your headlights by pressing F. Be careful not to crash into anything. Your proximity alarm will alert you if anything is nearby.
OBJECTIVE
Descend down to the depths and search for the leak.
You have a limited supply of oxygen to live off. Every time your sub takes damage, you lose a portion of your oxygen, and the remaining oxygen will start depleting faster. Be careful down there
The wildlife is easily startled by bright lights. Agitate them, and they will chase down any light they can find. Make sure you use the dark when you need it.
As you search for your target, keep an eye on your navigation bar. The rectangular bar will shrink the closer you get to your target, and your sonar will ping more frequently. Make sure you look at the height indicator as well. A circle means you are at the right altitude, an arrow means you need to go up or down.
Once you find your target, you must leave the sub to go make the repairs. Hold E to exit.
PILOT CONTROLS
When outside the sub, the controls are basic First Person controls. WASD to move. Use the mouse to look around. SPACE to swim up, and CTRL to swim down. You can also toggle your flashlight by pressing F. Be extra careful, as one hit from the wildlife will prove fatal
Swim up to the target, and hold R to make your repairs. Be careful, as this job will attract a lot of attention.
Once your repairs are complete, swim back to the sub, and hold E to board. This will complete your mission
FEATURES
* Advanced enemy AI
* Infinite random pathfinding
* State-based behavior
* Tracks and follows multiple light sources at once
* Can be distracted by different lights, or can be fooled by dodging in the dark
* Randomized enemy spawning, gets more dangerous over time
* Endless world
* Infinite pipeline "terrain"
* High performance chunk loading/unloading
* Randomized Objective Placement
* Custom ocean volumetric post-process with light transmittance calculation
* Ragdoll-based enemy animations
* 100% of sounds made from synths and home foley recordings
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TOOLS
* Game Engine - Unity 2021
* Code Editor - VSCode
* 3D Modelling/Rigging - Blender
* Sound Design/Recording - Reason 12
* UI Graphics - Photopea.com
EXISTING CODE USED
Oceanic Volumetric Post-Process was pulled from an old prototype
FONTS USED
*Cyber Alert* by Sron Studio
PLATFORMS
Windows, Mac
*(No HTML5, missing audio features)*