Submersion is a two-player local co-op platformer, where you traverse your submarine, maintaining it. The sub has become trapped within the middle of a naval minefield, it is your tasks to keep it intact for as long as you can.
Here’s where you can find our entry:
Here’s where you can play the game:
Take a look at the controls before you begin:
The ship is composed of four various terminal devices. The far left, controls the balist, the up and downward movement of the sub. The engine, which controls the thrust of the engine. The missile terminal, activating missiles which move towards the mouse, and the rotational lever which allows you to rotate your sub. All of which are activated by either the Q, E, < or >, depending on which player you are. You also fix leaks by being in range of them and pressing either E or >.
Thank you for your interest! This was our second Ludum Dare, definitely the most challenging one so far. It was lots of fun to make though. Overall, we were just trying to get something to work, but it turned out better than we expected.
The Swipe Action system has been designed around the Android platform, to allow for swipe direction determination. Up, Up Right, Right, Down Right, Down, Down Left, Left, Up Left, Single Point and Undefined are the different detected directions. With this, you can manipulate your game world to react to the different swiping directions, the swiping is visualized with a trail renderer. These different manipulations can be applied within the provided PlayerController.cs class object. This class object in general, contains all the code relating to the specific MainPlayer functionality, that the script is attached to. Continue reading
The Dialog Controller has been designed to display dialog popups filled with textual data at the locations where a particular dialog is taking place.
Data is read in from text files within the Resources directory within the Unity project folder. The text files are sorted and separated based off the name of the desired game object given within it’s own script behavior. Also, within it’s own script behavior, this is where its initial dialog state is set, this determines the initial read in dialog. As seen within this image, this shows how what I call the NPC (Non-Player Character) game objects dialog data is sorted to be picked when needed for the read in NPC’s particular dialog state.
This data is picked based off the attached Dialog Controller script attached to the NPC. The Resource Data Location is used to determine where the text files are located within the Resources folder. Also, and importantly, the Initial Dialog State locates the initial dialog text within the text files, I will explain this more in depth later on. The next image shows the inputs I gave the NPC Behavior script and Dialog Controller script based off my example for the individual NPC objects. Within my scene initializing script I dynamically create and change the Name attribute within the NPC Behavior script. Continue reading
In the Game Bar Creation System you’re able to simplistically create and utilize any type of bar needed for visual incrementation, such as a health bar, mana bar or experience bar, etc. By default, you can either use a Globe Bar or a Rectangular Bar style in which this will be how the bar will increment.
The main class that ties the Bar functionality together is the: ScrollBarEssentials. This class when derived from will allow you to create any desired bar. This comes with example and base systems to help show you how to create and use this system. A HealthSystem, ManaSystem, ExperienceSystem are included, as well as a GlobeBarSystem to show you how the system can be harnessed.
The Tooltip System is designed such that a visual GUI will be drawn onto the screen when the mouse is hovering over a specific Icon element or an in world Transform object.
The Icon element is provided with the package, it’s purpose is to allow your Tooltips a reference of where to locate the proper data based on the type and name of that Icon. Icons are categorized based off three different types: Item, Skill and GameObject, each type is associated with it’s own text file. Different types and file paths can be added and changed easily, but by default these are the initial settings.
The DC/RTS Controller is designed to act as either a Dungeon Crawler or RTS System, meaning that the way the camera acts is in a bird’s eye, top down view. Such that in a Dungeon Crawler there is usually only one active controllable object, but in an RTS you usually have many controllable objects.
The present features of the camera allow you to move it around in various ways. Such as, with the W, A, S, and D keys you can move it’s location forward, left, backward or right. With the Q, and E keys the camera’s rotation will pivot around counter-clockwise or clockwise, zooming in and out with the mouse wheel is also supported. A toggle key: Space Bar by default has also been implemented to allow for activation of the camera to move toward a selected controllable object if it isn’t near it, as well as make the camera follow that object. Continue reading