#Steel Abyss โ€“ A Fast-Paced Arcade Underwater Shooter

26 messages ยท Page 1 of 1 (latest)

proud violet
#

Hey everyone! ๐ŸŽฎ๐ŸŒŠ I've been working on Steel Abyss, a high-speed underwater shooter inspired by Dive & Destroy (nostalgia hit hard!). You pilot a small yellow sub, dodging enemy fire, torpedoes, and mines while taking on pirate subs, gunboats, and other deep-sea threats.

๐ŸŒŠ Fast-paced combat with torpedoes, rockets, and bombs
๐Ÿ›  Enemy variety including a hijacked version of the player sub, patched together with scrap metal and adorned with a whale skull
๐Ÿ”ฅ (tbd) Power-ups like a spread torpedo attack and a temporary shield
โš™๏ธ Scaling difficulty with more enemies, faster spawns, and tougher foes as the game progresses
๐Ÿ† Planning to add high scores and achievements via Firebase

Right now, I'm tweaking enemy health (thinking about damage indicators) and finalizing power-ups. Also considering a UI-based level indicator instead of an in-game buoy.

Would love feedback! What do you guys think of the mechanics, or any ideas for fun enemy designs?

link----------->https://steelabyss.netlify.app/
GAMEPLAY---->https://youtu.be/vq3E4N8erkM?si=jkAChglxGcmVHr3n

I've been working on Steel Abyss, a high-speed underwater shooter inspired by Dive & Destroy (nostalgia hit hard!). You pilot a small yellow sub, dodging enemy fire, torpedoes, and mines while taking on pirate subs, gunboats, and other deep-sea threats.

๐ŸŒŠ Fast-paced combat with torpedoes, rockets, and bombs
๐Ÿ›  Enemy variety including a hijacked ...

โ–ถ Play video
#

Here's a quick look at Steel Abyss in action! Still tweaking enemy health and power-ups, but it's coming together. Thoughts?

proud violet
proud violet
proud violet
proud violet
proud violet
proud violet
proud violet
#

you see that one and "Fortunate Son" pops in mind...

proud violet
proud violet
proud violet
proud violet
proud violet
proud violet
proud violet
proud violet
proud violet
#

'Oh boy here i go killin` again!'

proud violet
proud violet
#

https://deploy-preview-71--steelabyss.netlify.app/
Damage System Updates:
src/game/config/Damage.js: Introduced a new damage configuration file to centralize damage values for various weapon types.
src/game/entities/AnvilBomb.js: Added the AnvilBomb class, which includes specific damage and behavior for the anvil bomb.
src/game/entities/Bomb.js: Updated the Bomb class to use the new damage configuration and set tint colors based on weapon type.
Animation Enhancements:
src/game/AnimationManager.js: Added the AnimationManager class to manage and register new animations, including bigExplosion, smallExplosion, and squidSwim.
public/assets/sprites/spritesheet.json: Added new sprite frames for anvil, ducky, and multiple squid animations.
Entity and Weapon Updates:
src/game/entities/EnemySub.js, src/game/entities/EnemySuperSub.js, src/game/entities/EnemyTug.js, src/game/entities/FloaterMine.js: Updated enemy classes to use the new damage configuration and weapon types, ensuring consistent damage handling across different entities.
src/game/PhysicsManager.js: Modified the damage handling for torpedoes, bombs, and rockets to use the damage values from the respective projectiles.
Code Cleanup:
src/game/FirebaseConfig.js: Commented out the debug console.log statement for the Firebase configuration.
src/game/entities/EnemyMine.js: Updated the destroy method to optionally trigger an explosion.

proud violet
#

https://deploy-preview-75--steelabyss.netlify.app/

This pull request includes several changes to clean up the codebase by removing unnecessary imports, standardizing the way enemy types are referenced, and improving code readability. The most important changes include updating enemy type references, removing unused imports, and cleaning up the code formatting.

Standardizing Enemy Type References:
src/game/ObjectiveManager.js: Updated the enemy type reference in handleEnemyDestroyed to use enemy.type and added a fallback to 'Unknown' if the type is not available.
src/game/entities/EnemyMine.js: Added a type property to the EnemyMine class and cleaned up the code formatting.
src/game/entities/EnemyMinelayer.js: Added a type property to the EnemyMinelayer class and cleaned up the code formatting. [1] [2] [3] [4]
src/game/entities/EnemySub.js: Added a type property to the EnemySub class. [1] [2]
src/game/entities/EnemySuperSub.js: Added a type property to the EnemySuperSub class. [1] [2]
src/game/entities/EnemyTug.js: Added a type property to the EnemyTug class. [1] [2]

Updating Game Scene:
src/game/scenes/Game.js: Added EnemyTypes import and updated objective types to use EnemyTypes constants. [1] [2]

proud violet
proud violet
proud violet
proud violet