[NEW SHIP] + June release


🚨NEW BUILD ALERT🚨

This new build adds lots of new mechanics, new controls, a new AI, new SFX, and a new ship - the screw frigate. The screw frigate is based on historical frigates and is currently configured to fight in broadside, with 8 medium deck guns (4 on each side). Future weapons are coming to the frigate soon. Note that all sails in the game now swing with the wind position, and can be damaged by gunfire. A work-in-progress furling mechanic will let you sacrifice speed for sail safety. You can play around with this by pressing "P" to furl/unfurl sails in dangerous positions or when you need a speed boost (though it doesn't give you this just yet).

We totally redid the sound system using FMOD. FMOD allows us to get much richer, deeper, and varied sound effects. You'll notice the engine flares sound different, depending on your speed. Explosions and gunfire also sound much better, and bullets scream when they fly past. Unfortunately, FMOD breaks Unity's recorder, so getting you high-quality footage is a bit on pause.

The new friendly AI now allows ships to hold formation. You can press 4 to have them assume a wedge/"V" formation, or press 5 to set them in column behind you. Practice using command sequences for maximum damage - for example, to deliver a devasting strike with your torpedo boats: 4 (form up), then 1 (attack), followed by (3 retreat, to reload), then 4 again.

Torpedos now have a small tracking ability, so you don't need to aim too precisely (previously very hard to do in 3D space with these types of ships).

The new, updated controls allow you to dive and climb while maneuvering in 3D. Some ships will be better at fighting enemies broadside, others head-on, some above, and some below. 3D combat makes this game unique. See if you can set up an ambush from above the enemy battle line with your torpedo squadron while your capital ships cross their T in front of them.

As always, feel free to join the discord and report any issues or just chat with the devs and other players. We'd especially like to hear about performance, the new sounds, and any installation issues. Link: https://discord.gg/Mk4EwWBNRs

Updated controls:

Movement and Camera

  • WA(S)D = Move (double-tap W to boost. S does not reverse... yet)
  • Space + W = Climb
  • Command/Left Alt +W = Dive
  • P = Furl/unfurl sails (mechanic is work in progress)
  • Middle mouse + drag = Move camera
  • Left click on any object, then press R = focus camera on object (can be used to look at and follow enemy ships or even projectiles)
  • F = focus camera on flagship
  • Esc = detach camera and fly around with it (mainly used for debugging at this point)

Combat

  • Shift = Lock on to target (required to fire weapons)
  • Right-click = Fire all weapons in range. Reload bars will appear as weapons reload.
  • Left-click on pickups in inventory = use consumable (currently only have a health boost - pick up the floating boxes to get it)

Fleet Commands

  • 1 = Attack closest enemies
  • 2 = Attack enemy base (base is not really in game - currently it's an invisible target)
  • 3 = Fall back to friendly base (not really in game yet either)
  • 4 = Assume wedge formation
  • 5 = Assume column formation

(Note: direct  orders to individual friendly ships aren't  working yet, but you can still give these fleet-wide commands)

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Comments

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Should clarify on that command system thing that you need to wait for orders to be executed, they don't stack. So: "You can press 4 to have them assume a wedge/"V" formation, or press 5 to set them in column behind you. Practice using command sequences for maximum damage - for example, to deliver a devasting strike with your torpedo boats: 4 (form up), then wait for a bit and hit 1 (attack), followed by 3 after the torpedos are launched (retreat, to reload), then 4 again."