7DArrrL – Done!

I’m using the word ‘done’ in the title rather than ‘success’ because I haven’t totally made my mind up whether I consider this a success or a failure just yet.  I didn’t have time to do everything I wanted to do (partly because of hardware problems, but mostly just because what I was trying to do was hugely over-ambitious), but I have managed to come up with something playable, even if only as a see-how-long-you-can-survive kinda thing, and I’m quite pleased with how it turned out.

You can download the game from here: http://www.vitruality.com/2014/03/7darrrl/

Day 7 - Travelling

Completed features:

  • Clean, abstract 3D graphics
  • Realistic(-ish) sailing physics
  • Pausable-real-time control system
  • Enemy ships with pretty good combat AI (they can beat the crap out of me, anyway)
  • Crew assignment system
  • Tactical ship-to-ship combat
  • Day-night cycle

Day 6 - Dawn battle

The stuff I had to cut was mostly the stuff that would have made it more of a roguelike (procedurally generated islands, inventory system, different ship types, etc.), so while it might classify as a game made in 7 days, I’m not sure I can justifiably class it as a roguelike made in 7 days.  I’ll probably work on it some more and turn it into a proper full game after the challenge.

Day 7 - Night FireThat download link again: http://www.vitruality.com/2014/03/7darrrl/

2 thoughts on “7DArrrL – Done!”

  1. Awesome! I’ve wanted to make a sailing game myself. I love the water effects, the sun setting, and the wheel. What did you use to make this?

    There were a few things that confused me like why Q/E didn’t turn the wheel very far or why sinking ships still fired at me (or was I firing at them… no idea). It’s definitely hard; it took me a while just to take out my first enemy ship.

    I’d really like some quick controls for crew changes, but maybe it’s not a big deal since the pause button is there.

  2. Thanks! It was written in Java using libgdx for graphics. I probably should’ve used something a bit higher level like Unity, though, I could have got more done.

    In retrospect, having the heading set by a ship’s wheel was probably a mistake, since it implied that it works like a wheel when it doesn’t. The angle you set on there is your target heading and this ship will keep turning towards it until it gets there. The Q and E keys are meant to work a bit more like ‘race car’ steering, however – i.e. it will keep turning as long as you’re holding the key but stop when you’re not. That’s why it only turns the wheel a slight amount – it just continuously sets the heading to a couple of degrees left or right of where you’re currently facing.

    Sinking ships shouldn’t fire at you, but if you had your gun crew set to ‘fire at will’ they will keep shooting at enemies even if they are sinking until you tell them to hold fire. They just really hate those guys.

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