I created my game in 16 hours and I am still continuing to work on playability and add new features. It uses rigid body physics where each physics object models its own buoyancy. The ships start to sink if a good proportion of their volume is submerged. In contrast, the player controls a Kraken which is neutrally buoyant allowing it to travel through three dimensions.
It the game you attack ships from below using stealth. The ships will target your last sighted position with depth charges.
- Kraken is controlled by [world] yaw and [local] pitch. The roll axis self-rights for an improved experience
- Buoyancy is really modelled: ships take on water when tipped and actually sink
- Depth charges behave quite a lot like real ones – especially that moment where they enter the water and slow
- This game was Not Made in Unity – but I’ve opened up the game framework to the Ludum Dare (and wider) community