For those of you who enjoyed my Sailing Course Challenge project but wanted a bigger world to explore, I have posted Privateer. This is a sail boat simulation and mini-adventure that uses scrolling in both X and Y to let you explore several islands.
I used the classic Capital project by jmgibson as the model for my scrolling engine as I really admired the "roving camera" look.
The code is a bit of a mess I'm afraid as this was one of those "let's stick on one more feature" type projects that just grew and grew without any real structure. But, hopefully you will enjoy it and if there is enough interest I will rewrite it in a cleaner fashion.
http://scratch.mit.edu/projects/Paddle2See/145151
Bon Voyage!
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I tried it and i love it!... it's an awsome scroller with killer graphics and instruments, it has a nice help screen and is just an AWSOME!!! project (as usual), another great Paddle2see classic!!!
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I think "Capital" was written before trig functions were available, so it may not be the best basis for a game such as this.
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Mayhem wrote:
I think "Capital" was written before trig functions were available, so it may not be the best basis for a game such as this.
I should have been clearer...I used the same wrapping scrolling techniques as Capital with the moving viewport that tries to catch up to the main character. I updated the motion scripts to use Trig functions.
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logan996 wrote:
I tried it and i love it!... it's an awsome scroller with killer graphics and instruments, it has a nice help screen and is just an AWSOME!!! project (as usual), another great Paddle2see classic!!!
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Thanks, logan996 - I appreciate the enthusiasm! I personally feel there is room for improvement on the graphics, particularly on the message screens. I will try to update those as soon as I locate good nautical public domain graphics. If people have any suggestions, please let me know.
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Thanks to the Scratch community for all the kind and helpful comments on my sailing game "Privateer". To those of you who have enjoyed playing the previous version, I've made an update and added two new beaches with surprises. Happy exploring!
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I admire what you've done very much. Finding http://home.wxs.nl/~pdavis/Screen.htm a few years ago was exciting. Privateer has a boat model with magnitudes less complexity ... but I can understand the code as rendered, which is INCREDIBLE. (Davis' work is in VB I think.) So, how's your autopilot routine coming? And, for a beginning game developer, what's the next step up from Scratch? (For example, instantiate multiple boats ...)
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smandoli wrote:
I admire what you've done very much. Finding http://home.wxs.nl/~pdavis/Screen.htm a few years ago was exciting. Privateer has a boat model with magnitudes less complexity ... but I can understand the code as rendered, which is INCREDIBLE. (Davis' work is in VB I think.) So, how's your autopilot routine coming? And, for a beginning game developer, what's the next step up from Scratch? (For example, instantiate multiple boats ...)
Wow, that simulation by Davis is incredible! Looks like he is actually modeling the physics of each sail - plus the hull, etc. Originally, I was thinking of doing my sailboat simulations that way as well....but the complexity quickly overwhelmed me and I realized that I didn't really want an accurate simulation...just something that "felt right". So I elected to go with a "black box" model with a built-in speed versus wind angle curve. Still, I admire people with the patience to do an accurate physics-based model!
As far as what's next...I haven't done anything new with Privateer in a while. For a day or two, it looked like my son was going to dust it off and turn it into a game based around the Odessey - but he elected to do a different type of project. If you want to do something with it, please feel free.
The question of what makes a good "next step" up from Scratch comes up quite a bit. I'm fond of Visual Basic and you can do quite a lot with it. There are others that will take the position that a true object-oriented language would make a better choice, such as Java or Greenfoot. It may depend on the goals of the individual programmer.
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The Greenfoot gallery is very impressive. My Python-fixated friend suggested PyGame (though he hasn't used it). I checked it out and the gallery didn't grab me, but the Python language looked appealing.
I am bowled over by Privateer -- the overall completeness, the polish, and the richness and complexity of the code. I have no insight at all on how many Scratch games could compare. I haven't looked at any. But it's hard to imagine a more ambitious application, given the environment.
I am almost ready to post "Buzzard Beak Harbor." It's the doughty sloop Privateer versus a big turreted gun on an island. Subdue the gun, and you can enter the island's harbor to win. The sloop is rearmed with a gun on each side.
My goals are to bring out the sailing dynamics and allow a bit more of an arcade experience:
Remove the scrolling map (so I can cope with the code!).
Remove all island Sprites. Paint an island.
Remove the adventure storyline.
Add varying wind force. I could see where you built for that.
Biggest To Do Items at this time:
When striking land, vessel stops and damage accrues. I want to reuse your "hit rock" code, but not so simple it seems.
Make the island gun able to train incrementally -- not just a "point to" command. But haven't worked out the "which way do I turn" function. This feature is important as the boat can plan charges that catch the turret out of position.
Damage indicator for boat.
Damage level indicator for big gun. (A smoke smudge)
Polish up the scenario. Cheers for victory ... and a sunken ship costume for the other possibility.
Future release goals:
Boat leeway. I imagine leeway is complex; I want just some fraction of wind direction. Requires the boat sprite to shift XY, unrelated to the sprite's basic direction.
Instead of mere max speed, allow an emergency speed that accrues some damage (and a warning flag of course).
Setting for half-sail, allowing more speed control.
Squall winds on occasion. Half-sail then becomes important to avoid ship damage.
Variations on boat damage (reduced sail, stuck rudder, balky rudder, slower gun reload, increased leeway)
Things I won't do, and medication will help me to remember avoiding them:
Lee side of island has reduced wind; handling is affected by waves, by currents; bosun has scurvy; kraken has hydrophobia; etc.
Making this a 2-person game starts to look very attractive. Either island versus sloop, or a boat duel.
Last edited by smandoli (2009-01-26 10:14:43)
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Well, I'm looking forward to the further adventures of the little ship! Your ship-vs-fort scenario sounds very exciting. If you get stuck, I'd be happy to assist.
Now you've got me thinking of sailing ships again...maybe I'll see if I can come up with a boat with leeway!
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I'll make my own Show-N-Tell post, but to close here, my edition is at
http://scratch.mit.edu/projects/smandoli/398737.
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