Below the Water Surface by V0ID

[raw]
made by V0ID for LD29 (COMPO)
In "Below the water surface" you help a guy, who lives since his day of birth on the bottom of the ocean and longingly wishes to see the dry lands. A trip is offered but it costs too much for him. So you have to fulfill tasks and collect ressources from the ground of the ocean to earn enough money.

I'm quite pleased with my work, although different light levels including "flashlight", sounds and a water shader did not make it into the schedule. I (re)learned libgdx while doing this competition so this took some time, in addition to the usual bug hunts while being tired in code that was written while being tired :D

This text was written almost falling off the chair^^

Please leave a comment if something is not clear, like that fishes are enemies or things like that, so I can include that here.

First Edit: I even forgot to add plants and altough there would be 30 minutes time for 1 or 2 types I'm not able to do that anymore :/

Second Edit:
To run the game you need Java Runtime Environment installed which you get at java.com. You can run the game by clicking the .jar file or by console command "java -jar LD29.jar"

Feedback

that1guy232
28. Apr 2014 · 00:46 UTC
The source is 404'ed
J.Barrows
28. Apr 2014 · 01:32 UTC
Maybe a stupid question, but will this run on Windows? I can't figure it out.
Cactose
28. Apr 2014 · 01:35 UTC
It will run on Windows as long as you have Java.
meishijie
28. Apr 2014 · 01:53 UTC
Good game.
CayoDaves
28. Apr 2014 · 01:55 UTC
I really like the concept of the game. looking around for treasure: cool. Doing Missions: awesome. Buying stuff: great. That being said, the complete absence of sound really made it hard to feel apart of the world. there is no feed-back when I hit stuff, or when I pick up items. Also I had no idea how to bring back the mission log so I could remember what I was doing. Otherwise, need idea, and you got the mechanics done.
ix
28. Apr 2014 · 02:14 UTC
The concept is cool and the movement of the ship is nicely weighty, but felt too slow for me. I stopped playing after accidentally pressing ESC to try to leave the store :(
Move127
28. Apr 2014 · 02:14 UTC
Pretty cool idea and, given the short time, good execution. One little nitpicky thing: it is annoying how the ship defaults to facing up, it would be better if it just stayed facing the direction you last moved.
kevincorrigan
28. Apr 2014 · 02:24 UTC
Nice, well you were right about the motor noise ;)
muramasa
28. Apr 2014 · 03:51 UTC
Well, I feel this can be expanded to the infinite. I liked the thing about resources, but I feel these mechanics can still be exploited some more. Something that in 48h is pretty hard, so yeah, nevermind.

The assets are fine, nothing special. Only thing that bothers me a little is the audio. The motor sound loops forever. I first thought that M toggled it, but nope, it restarts it.

Anyway, I had fun with this.
Ratchetmon
28. Apr 2014 · 04:09 UTC
Pros: large expansive world.

Cons: Slow movement.
🎤 V0ID
28. Apr 2014 · 09:09 UTC
I'm suprised by so many ratings in such a short time. Thank you for playing and the comments : )

@That1Guy232: Maybe the source was still uploading in that moment or my connection didn't get it done, until I went to bed and continued this morning. Now it works.

@ix: I feel with you. Now that you write it, I can imagine that I would do the same thing :/

@CayoDaves: There is unfortunately no way to bring the logs back.

@Move127: You are right. Now in awake condition it would not even be so hard to implement, so I'm a little sad that I didn't implement it.

@Ratchetmon: This was some bit of compromise of making distances feel believable (especially for a transport task), safety of not bumping into anything and of course getting bored. Maybe it would have been less boring with decoration, which I have forgotten late night admittedly.

@Audio: I know how important audio is for an immersed experience, but that's what im whorst in :(
mess110
28. Apr 2014 · 13:02 UTC
the controls feel good. improve graphics and you have a really nice game.
Flaterectomy
28. Apr 2014 · 14:57 UTC
It's a nice concept. You could definitely flesh this out.

It's been said before, but the submarine snapping to the north-facing position felt a little awkward, as did the fact that you don't have to turn but instantly face whatever direction you like as long as you're not in motion.

Lack of impact feedback when the submarine gets damaged bothered me a little, but I learned quickly and kept an eye on my health.

The art is pretty simple, but acceptable. I think a more green/blue palette would've worked better given the underwater setting.
🎤 V0ID
30. Apr 2014 · 23:27 UTC
@mess110: Thanks : )
@Flatterctomy: I wanted to implement the green blue palette by lighting shader, maybe combined with darker regions you would have needed a fronlight for. But that was a problem of time :( Of course you are right that it now looks not as watery as it could be.
KevinWorkman
12. May 2014 · 15:06 UTC
Like others have said, this is a good start. But the ship movement was too slow for it to be really fun, and I also quit after the window closed when I pressed escape to exit a menu.