I made, “Strait to War”, where you have to get a tanker through the Strait of Hormuz. You can’t pick your side, you just spawn in as either a tanker, an Iranian drone, or a US frigate. You have an objective but there is no real winning the game. It’s an anti-war game disguised as a war game.

Sound doesn’t work yet. Let me know what you think. I will add Iranian speed boats next. And I have no idea how it will scale with lots of users.

  • Rentlar@lemmy.ca
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    14 hours ago

    I was “playing” on mobile, but since there are no touch controls, so my cute little quadcopter was flying straight with no aim in particular and got blown up :)

      • Rentlar@lemmy.ca
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        3 hours ago

        Ok works great! One bug report, one feature request:

        • 4 frigates ran aground from their guard circling… if near the coast they should circle the other direction. Or this is Hegseth’s Navy.
        • As an oil tanker can we get a red or green flag/spot to indicate whether our destination is in bound or outbound? I survived for a while but wasn’t sure if I was going the right way and autopilot was going crazy.

        game screenshot

        • Greg Clarke@lemmy.caOP
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          2 hours ago

          Thanks for the great feedback. I added collision avoidance for land and friendly vessels and greatly improved the frigate behaviours. We’ll see if my behaviour logic is smart enough to deal with complex navigation like in your screenshot. I’m hoping the improve collision avoidance will solve the crazy auto pilot issue and that way you can just engage the auto pilot to know what way to go. I just deployed those changes. Thanks again!

  • [deleted]@piefed.world
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    15 hours ago

    It is really hard to see the quadcoptor while using it. I get the scale factor, but maybe when zoomed out it could not turn into a pixel which makes it hard to see.

    Like have a minimum model size and then when zoomed in past that it gets bigger like it does now.

    The controls weren’t very clear, is up always increase speed and right left turning relative to the facing? I think so, but it took a lot longer to figure out because I couldn’t visually see which direction the quadcoptor was facing. The direction in the bottom left is better than nothing, but really far from the action and only helpful while trying to chase down the ships.

    • Greg Clarke@lemmy.caOP
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      15 hours ago

      This is really useful feedback, thank you. Maybe a direction signal to the closest ship would be useful. I’m also noticing some quad copters getting stuck. I should probably limit their air time to 20 mins and display that. I’ll add a front for the quad copter next. Cheers!

      • [deleted]@piefed.world
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        15 hours ago

        After doing a few rounds I would say the quadcoptor seemed like it spawned way too far from the ships. I think two or three spawns were behind the ships and I spent a very long time just trying to catch up and get blown up. The Shaheed was more fun, could see it and it was fast enough to get a kill.

        Didn’t spawn as a ship, might play again on break.

        • Greg Clarke@lemmy.caOP
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          7 hours ago

          Lots of updates. More obvious facing for drones, players spawn close to action, drones move faster, frigates autocannon fires visible rounds. Thanks for the feedback!