Haha, yes this possibility exists ;P . Thank you. A colleague of mine is a graphic designer and we made this project together. We've developed the overal concept together and then I did the programming and he made all the assets. From what I know he created them all from scratch by himself :D I mentioned him in the Credits at the submission's itch.io page.
bacaar
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What a fantastic idea :DDD and it really is fun to play, to figure out what the world might have looked like ages ago :D
Just sometimes I'm experiencing a bug where the programm seems to think I'm still pressing my mouse button even if I'm not. Then I'm unintentionally spaming blocks everywhere. I don't know where the problem lies, maybe even at my mouse itself. But I haven't experienced it in any other game. So for that it would be nice if the level progress would be resetted when leaving and re-entering it? Or a button to do so.
Keep going :D
I'm happy you appreciate it :D
It really was a whole lot of work, I really underestimated a little bit. I had the pathfinding already implemented in another project but still had to adapt it to make it work for this one. The rest was created from scratch and thus I really got in a hurry yesterday ^^. Now I understand why "professional" games often nead a "day-1-patch" xD
Thank you :D.
The fog of war is just an additional layer between the layers representing the map etc. and the layer holding the HUD. It is initialized with black everywhere. I have the player's previous position (from the last frame / game iteration) stored as a class attribute. When the player moves, I draw a filled circle with half transparency (in the olc::PGE this would be olc::Pixel(0,0,0,128)) on the previous position and a circle with full tranparency at the player's current position. This gives the effect that previously explored areas are still visible, but not "active". Also with this method for each frame I just have to update two circles and not the whole screen, as this would be too computationally intensive. The gradient at the border of the fully visible area around the player is realized by a bunch of circles with different radi and transparency levels on top of each other. This last part is the most cost intensive but we just wanted to have it xD.
Then just give it another try ;) . With exactly the route showed in the window after the instructions and before the game itself starts you should have about a minute left at the end ;). But it really depends on where your ship is going, e.g. on which side of an island it passes etc.
It is indeed not unbeatable ;) The trick is not to try to save everything, you have to make some sacrifices in order to save some other regions (save the water for those)...And the counter disappearing when you lose was intended: When you win (all fires extinguished and more than 50% of the forest still alive) it shows you the score (which is nothing else than the amount of fires you have extinguished)... I'm still not sure if it is better to have a high or a low "score" xD...but if you lose it doesn't matter how many fires you've extinguished as the forest didn't make it ;). But ok, from a gamer-perspective you are right, I could keep the score showing up also if one loses :D
Really really great work and nice game. *applause* ... I especially like the fact that you stick to physics and keep it quiet with no sounds xD... just kidding, I have no sounds either in my submission so I'm not allowed to criticize ;P ... it get's a little bit tedious after around 50% and some visualisation would be nice to see also in space which planet I've already been on or where ressources are to be collected. But I'm sure you would have added that if you had had more time :) so keep it going (y)
Thx :D. No, that was not the idea xD... it works quite well in some cases (of wind direction and wind direction change), but in some others I really have to give it a second look. It's just that this kind of particle simulation took me so long to get it done efficiently (without iterating through all pixels each iteration) that unfortunately there just wasn't enough time for some other things such as cloud spawning, sounds etc.
Yes the cpu power has a really high impact. In fact I'm glad it runs with 60 fps in the browser, as it runs with around 8000 FPS on my desktop pc but only with around 400 FPS on my laptop, so I was afraid it would be unplayable in the browser ^^
Thank you :D.
You are totally right. I've actually already had some sound samples which I wanted to use, but as I've never worked with the PGE-Sound-extension I just ran out of time. There was some problem when compiling it to web-assembly and thus I removed it again completely. But I certainly will have another look into it and then update my repo.
submitted 34 seconds before the deadline xDD.... did you use some physical equations for the behaviour of the boat or how is this calculated? The only thing: is this related to weather? From what I know swirls are created from opposite water flow directions passing each other? But still nice program application :)