The TORPEDO by windwalkerranger
IMPORTANT NOTE: Use either Chrome for web, or download for PC! Safari should also be fine. Also there might be a slight graphical quality loss in web version, if you want crispier graphics, go for the windows build :)
Update: Now have OsX and Linux versions uploaded! Feedback on links and program run would be appreciated. Thanks :)
~============~
It is done.
This was my first Ludum Dare and I must say it was AWESOME! It was plain enlightening, I never dedicated myself so much into the job before. 48 hours was really tight for levels, sounds, testing, and especially art.
If it wasn't for the wonderful C2 I wouldn't have been able to do half of this.
In "The Torpedo" you are trying to program a torpedo that you are about to launch from a hand-crafted, one-man submarine you named "the JOUSTER." However, it can only carry one torpedo! Will you be able to defeat the sector commanders of the invasion forces?
Edit: though these are also explained in the in-game tutorial, people seem to miss them so here we go:
~============~
SOME IMPORTANT NOTES:
1-) DONT FORGET TO PRESS THE NEXT BUTTON! After setting the radials, press next to enter the command, or your torpedo will just fly straight.
2-) YOU CAN QUEUE COMMANDS! Most people seem to miss the line in the tutorial, you can enter up to 8 commands for your torpedo
3-) North is 0 degrees. This is towards the top of your monitor. East is 90 degrees. This is to the right.
4-) CLICK ON SHIPS TO SEE THEIR INFO! USE THE IN-GAME CLOCK to check how much time civillian ships take travelling their routes. Then combine this information with their speed to have an estimation for your torpedo planning!
5-) Be vary of streams in 3rd and 4th levels!
6-) The torpedo always launches with 5 knots and to Jousters angle.
Update: Now have OsX and Linux versions uploaded! Feedback on links and program run would be appreciated. Thanks :)
~============~
It is done.
This was my first Ludum Dare and I must say it was AWESOME! It was plain enlightening, I never dedicated myself so much into the job before. 48 hours was really tight for levels, sounds, testing, and especially art.
If it wasn't for the wonderful C2 I wouldn't have been able to do half of this.
In "The Torpedo" you are trying to program a torpedo that you are about to launch from a hand-crafted, one-man submarine you named "the JOUSTER." However, it can only carry one torpedo! Will you be able to defeat the sector commanders of the invasion forces?
Edit: though these are also explained in the in-game tutorial, people seem to miss them so here we go:
~============~
SOME IMPORTANT NOTES:
1-) DONT FORGET TO PRESS THE NEXT BUTTON! After setting the radials, press next to enter the command, or your torpedo will just fly straight.
2-) YOU CAN QUEUE COMMANDS! Most people seem to miss the line in the tutorial, you can enter up to 8 commands for your torpedo
3-) North is 0 degrees. This is towards the top of your monitor. East is 90 degrees. This is to the right.
4-) CLICK ON SHIPS TO SEE THEIR INFO! USE THE IN-GAME CLOCK to check how much time civillian ships take travelling their routes. Then combine this information with their speed to have an estimation for your torpedo planning!
5-) Be vary of streams in 3rd and 4th levels!
6-) The torpedo always launches with 5 knots and to Jousters angle.
Ratings
| Coolness | 98% | 2 |
| Overall | 3.10 | 420 |
| Audio | 2.46 | 517 |
| Fun | 2.71 | 603 |
| Graphics | 2.73 | 603 |
| Humor | 2.04 | 587 |
| Innovation | 3.63 | 101 |
| Mood | 2.58 | 626 |
| Theme | 3.20 | 313 |
Nice game, I like the usage of some particle effects and webgl effects (even though my laptop didn't like it as much as I).
It took me a while to figure out how to properly set up torpedos but then I really enjoyed the game. It's not that easy!
And thanks for the built-in timer.
I feel like the launch sequence is a little confusing though, it took me two launches to learn that I have to click next to issue the orders, and with little reference other than "winging it" it quickly became a little frustrating to have to go through the whole sequence in the tutorial again and again.
Other than that I think it's a great idea. And possibly the best take on the theme I have seen yet.
I failed a lot and I didn't like that my program was erased every time. Now that LD 28 is over, you could just say... you only Had one Torpedo... now you have more!
Congrats on completing your first LD!
As with the other people, it took me a while before I realized I first had to enter the command via the next button, but programming the torpedos is a lot of fun.
It turned out though that I unfortunately suck at programming torpedos. Still had fun and played 15 minutes until I gave up!
The game is a bit hard since you can edit your previous commands :)
The graphics are a mixture of many different ways of creating it, there's vector art for the ships, large pixels for the island and hexagons for the sea (the effect on which is beautiful), this is all forgivable though!
Maybe I missed it, but maybe an abort button would be a nice addition, because I can sometimes just see it's headed for disaster and I have to wait it out.
Sound effects were just fine, music would have been nice but I can understand how there was no time for that with such a complex game!
Well done!
By the way, I left a reply to your comment on my game
The torpedo settings really need a button to remove a command. It's a really fun idea, but as a player I felt very limited to trial and error because there was no visual indication of how far a knot was on screen (unless I missed something). Maybe Direction+Distance would be easier than setting Direction+Speed+Time.
Good job though, everything seemed to work as it was intended.
I liked your game! It's simple in its controls but deep in mechanics, which is quite nice. Maybe a little bit too much blank text overall (maybe add some faces speaking? a radio? something!), but its enjoyable all through it. Congrats
The reload button looks just like your browser's one, and even the text says reload, so I kept refreshing the page. That was silly.
Also, I don't get why the ship's position is randomized every time. Makes no sense when these kinds of games are about improving your estimations iteratively.
It's promising, but it shows that you ran out of time.
Oh, and if I didn't randomize every time you missed, you wouldn't have had one chance, would you :) That would be against the theme :P Now that the compo is over maybe on easy difficulty ...
Congratulations on your first LD!
Even though I understand the concept, I'm really missing a sort of simulation to make it easier to calculate the angles and times needed to program correctly the torpedo.
I only went as far as "Hiding in heaven", it's a bit quick to introduce new mechanics (the moving boats) as soon as the second level ^^
At some point, the TPC was also in the way because my boat spawned on the right side of the map, and I was forced to be "blind" to its position in order to program.
It's a nice idea and a good technical realisation in such a short time, it's not "that" user friendly though.
Nevertheless it's really impressive to be able to produce and release such a complex idea during a short game jam. I agree, C2 makes it easier, but pulling up a "program system" on your first jam, it's not an easy task.
So all kudos to you on this !