Cute. Shame the basic physics are wrong; a narrowboat is tiller driven (you push the controls left to go right) and rotates about its center, whereas this is closer to the front. Also reversing flips the dynamics, is much less directionally stable than forward motion, and introduces the Fun of both prop walk and potential cavitation.
Plus a real canal boat simulator would put a weed hatch incident well before a tidal wave.
Can’t believe I’ve been living on one of these things since before we discovered we were in the mirror timeline.
Got to have the effect of squat slowing you down any time you try to move too fast on a canal too, and then that remarkable difference when you get out onto a decent sized river.
Unfortunately it doesn't seem to want to load for me so I can't see whether it's simulated the fun of single-handing locks...
(Bought mine because I was living in the mirror timeline, now on sale so I can stop acting like I'm retired and do some actual work rather than pootling about at 2mph all day...)
Reading this I totally feel the hacker vibes that carried me through my teens. Just sitting down and building something cool for the fun of it. Nice work! I once did something similar in C to create a 2d isometric training campus where I could teach others C on a whiteboard. I made the walls in Paint, just like you mentioned! One of the most fun things I ever made.
Thank you for adding a finish point, I was getting anxious and started to hope that the tsunami would get me so that the game is over. Great idea and great implementation.
This brings me back to hacking quirky GameMaker games together after school as a kid, just for the joy and creativity of it. I miss how the internet used to feel back then. Thanks for the reminder :)
I played it yesterday, and IMHO, the visual appearance looks a bit inconsistent. On the one hand, you have the satellite, high-detail top-down landscape view and on the other hand, you have the very basic, geometric, small and uni-color shape of the boat. I would try to reduce the level of detail of the environment, so the overall scene gets easier to observe /understand visually.
Can you zoom in on the boat a bit?
Glorious! I was also temporarily trapped by the intuitive “Start Game” UI. After that, it made me think of a weird version of Spy Hunter on a canal. I had to experiment to see if I could ride the tsunami all the way to the end.
Port it to the ZX Spectrum and it would be a classic CSSCGC entry.
Hey, I really like it. I lived on a canal boat for a few years, the map looks familiar. Except the tsunamis which I couldn't get past. Maybe some sharks and crocodiles would add some adventure. Sent this to my family who are living on a boat now.
Is it trying to be cute through subversion? Like that one puzzle in Braid that nobody could figure out.
If not, then it's just bad design; press "Start" is as old as game themselves, no design pattern more deeply ingrained in players minds.
Aaah, I was ready to just close it and murmur that they didn't even test if the thing can be started on Ubuntu. That "start" totally looks like a button.
And after reading your comment I tried WASD first, which doesn't work.
Plus a real canal boat simulator would put a weed hatch incident well before a tidal wave.
Can’t believe I’ve been living on one of these things since before we discovered we were in the mirror timeline.