BAROTRAUMA THREAD PART 2
DROWN AND FIGHT SEA MONSTERS AND SHIT
Its a FREE game, I'm currently running a server, no custom maps yet but might add some later.
Its like SS13 but on a 2D submarine. The goal of the game is to get from point A to point B while dealing with giant sea monsters and finding artifacts. The sub can take Damage and water can flood the submarine. repair it with the welding tool so you don't drown the whole crew.
Don't be a pussy and kill it
Great to see that you guys haven't completely forgotten about the game even though there haven't been any updates for a while.
The next one isn't that far away (couple of weeks I think), here are some new things that will be included in the update:
>NPC AI (they can do some basic tasks, get themselves out of trouble and take orders)
>Fabricators, which are basically like workbenches in minecraft; you can craft various items out of raw materials
>A bunch of graphical improvements (new sprites, better looking levels, new UI graphics)
Hope with the next update we get more people, today we got 4 max
Any chance about a new mission about saving the crew of another sub? player or NPC since they have AI now?
I also changed the way how the game handles moving the submarine: it actually used to work by moving the level instead of the sub, because it's much simpler and efficient for the physics engine to move the level geometry instead of a complex structure built out of hundreds of independent physics objects.
This obviously would've made it really hard to have more than one sub in the same level, or basically any structures that can move independently from the sub. Now it'll be much easier to add explorable shipwrecks, alien ruins and shit like that. And possibly at some point battles between two submarines...?
Cool, I saw this game on here a few months ago, and when I downloaded it, it was called "Subsurface".
It's really fun, mixes micromanaging with action and adventure. The custom sub creator was super confusing to use, but it seems like a great feature if it ever gets easier. If I could offer a suggestion, don't focus too much on crafting (don't try to make it too much like minecraft). There are literally hundreds of games that try to emulate minecraft for those sweet autism bucks. This game has potential to be something fresh and new, I'd hate to see it devolve in "Minecraft Underwater"
Could you add in difficulty options? My biggest complaint was that I just wanted to try and get the ship from one end to the next, but I always got attacked by something no matter what. This made it really difficult to get better at fixing problems because no matter what, you had to contend with a huge monster poking holes in the ship.
But the concept seems really great, keep up the great work OP!.
Very likely, but not in the next update. It'll still take quite a bit of work to add other submarines because pretty much everything has been programmed under the assumption that there's only one sub.
Should've believed the "singletons are bad" -meme
WW2 mod when
Can you merge the two main modes so that the crew has to get the sub to the end of the level while there are people on board attempting to sabotage it? I hate them being separate.
>I'd hate to see it devolve in "Minecraft Underwater"
It definitely won't become Minecraft underwater. Crafting is just a minor addition that allows the players to get new items mid-round (without having to buy them at the outposts). It's also possible to get some items that can't be purchased by collecting alien artifacts and using them as raw materials.
>Could you add in difficulty options?
Yeah I guess that would be useful, won't be hard to add either
At the moment no. School, a part-time job and Barotrauma don't really leave me much time to work on it now. And desu I don't have much motivation to get back to it: the code is a deck of cards built on incomprehensible spaghetti and DirectX7, and just looking at it gives me a headache. Maybe I'll get around to rewriting it on some modern engine after Barotrauma.
Already added for the next update!
Oh and also, the sub editor should be slightly easier to use now. I'm also working on an in-game tutorial for the editor.
>Already added for the next update!
Awesome, because knowing there were traitors or not made rounds suck.
Also, are you going to add handcuffs, cells and shit like that so Security doesn't just have to gun people down.
Pretty much this. There will also be some items that can only be obtained by crafting them out of artifacts (and/or some other rare items), things like handwavium batteries that slowly recharge by themselves, more powerful explosives and better gear in general. They'll be really rare in the multiplayer, but in single player they'll hopefully give some additional sense of progression when you can gradually improve the equipment of the crew and the devices on board the sub.
There's already a holding cell in Aegir Mark II, under the captain's cabin. Handcuffs might be an useful addition as well.
Oh shit, this would be a great gameplay addition. Custom subs can be used to lure monsters inside a special holding tank. Then, have a few layers of redundant walls around the tank to make it impenetrable, finally surrounded by several walls full of air to keep the sub buoyant. Then you can take the monsters to a port and sell them. The monster could be pacified by some sort of electric charge or possibly drugs added to the water. If the drugs fail you have to go kill it, or have it rip a hole in your ship and escape.
I was playing on the server too and saw that. Although it seems that this time they died at the servers end (at the least the host kept saying the thresher was dead), but the clients didn't stay in sync for some reason. The previous bug actually made them invincible for everyone, so I guess this is something new.
I wasn't even aware of that until seeing it just now, but I think that it shouldn't happen with the new submarine movement logic. I'll have to look into it.
Already in the current version, they're just pretty rare. Try raising the power output of the reactor to about twice as high as the load