Azimuth Zero by toasterwerewolf

[raw]
made by toasterwerewolf for Ludum Dare 47 (COMPO)

Welcome to the planet! Our distribution center here definitely needs your help getting our deliveries out to our customers on time.

What's that? G...P...S...? No we don't have that. Just use the stars or something, idk.

OKAY NOW GO, if you have time to lean, you have time to clean!

az_screenshot.png

Developer note: So this was supposed to be a loop around the planet, but major bugs broke that, so it's now restricted to just a quarter of the planet. But no one said you have to make it all around a loop in order to be stuck in it...

Tools

  • Unity
  • Blender
  • Sketch

Attribution:

Libraries * UniRx * Surge

Fonts * Orbitron * Work Sans * VT323

Ratings

Overall 580th 2.737⭐ 21🧑‍⚖️
Fun 615th 2.079⭐ 21🧑‍⚖️
Innovation 208th 3.526⭐ 21🧑‍⚖️
Theme 416th 3.333⭐ 20🧑‍⚖️
Graphics 352th 3.289⭐ 21🧑‍⚖️
Humor 411th 2.118⭐ 19🧑‍⚖️
Mood 414th 2.938⭐ 18🧑‍⚖️
Given 31🗳️ 7🗨️

Feedback

Nick Barrash
04. Oct 2020 · 23:07 UTC
This isn't rocket science... oh wait...

Cool concept!
Dakke
05. Oct 2020 · 06:44 UTC
Cool, i think i would prefer a static screen with mouse instead of mouse controlling screen. :)
StormCat
05. Oct 2020 · 06:46 UTC
Definitely a cool concept. I really like the idea that you have to navigate around the planet by finding your position, but I couldn't remeber any of the calculations, so it would be nice to have them somewhere in the game. Good job.
TolMera
05. Oct 2020 · 15:35 UTC
I don't quite get the concept, but I thought the graphics look quite polished. The auto-sextant had nice control for looking around and it would have been really interesting to actually see something in action like calculating your position in the universe from "known" stars.

Over all, pretty cool that you managed to put something out :)
Pizzasgood
06. Oct 2020 · 05:29 UTC
Neat idea. In practice, though, I didn't see much point to using the sextant. The addresses we're delivering to are based on the drop-box number, which are evenly spaced and clearly labeled. I could just hypernav by a few degrees, see how many boxes I passed to get the ratio, and then compute how many more degrees I needed to travel without ever looking at the stars. This would have been a lot more interesting if the addresses were latitude angles and the drop boxes were unlabeled.

But yeah, I love the idea of trying to make us use old-school navigation techniques. More games need to do that.
Some45bucks
07. Oct 2020 · 23:59 UTC
This game looks sick, but im not in the mood right now to think about angles and math. I'll have to come back to this one. Also I think it would work better if you didn't have to move the mouse to see buttons.
Chukwuebuka_racer
07. Oct 2020 · 23:59 UTC
Nice Concept, Well done!
LTyrosine
09. Oct 2020 · 22:25 UTC
A nice concept, a nice idea, a nice theme usage. However I feel it is half complete as is now, what is a pity.

I love those in-ship controls. Back in LudumDare 27, I created a game "Mission Luna" with same controls approach.

In a full, complete version, maybe players will need a little more help with the geometry. I really liked this concept, it's very innovative and leaves space for a lot of ideas. Hope you get this game to a full project.

Good job!
aressler38
12. Oct 2020 · 00:08 UTC
I like how it seems you're in a space fork lift.
Wabble
12. Oct 2020 · 00:11 UTC
Does the auto-sextant tool have any purpous or is it just for funsies?
Darylsteak
14. Oct 2020 · 02:37 UTC
Really interesting take on the theme, although in the end I didnt quite manage to figure out how to properly use the sextant to find the various angles and locations I needed and resorted (like Pizzasgood) to purely using angles instead. Maybe in a future version this can be fixed with a more interactive tutorial to hammer home the basics and mechanics of it

Nonetheless the graphics are pretty good and honestly I want to go back and properly work out how to use the sextant. Nice entry that I hope get's taken further!
Andrfw
14. Oct 2020 · 04:42 UTC
Had trouble pressing the buttons because wiggling my mouse would move it off of them, which was frustrating. Not sure how to get enough fuel to deliver any packages, but maybe I'm missing something?
PixelPaw
19. Oct 2020 · 16:25 UTC
Not a bad idea. The implementation lacks a bit however. Probably due to the limited time.
hijomo
21. Oct 2020 · 01:30 UTC
I get what the idea is and that is clever. The controls were way too twitchy so it was almost impossible to sight a star and the screen size was too large for my monitor. If your designing for web please try to use a smaller resolution. Again I like the idea but had some real issue with the implementation.