Marine Odyssey
- 6 Devlogs
- 9 Total hours
An endless underwater submarine game!
An endless underwater submarine game!
Marine Odyssey - Devlog #6
There were MANY small tweaks and fixes to do in the game and in the event. I just:
Fixed tentacle rotation.
Added camera shake.
Fixed submarine movement.
Fixed Dark effect.
Adjusted timings.
Debugged some code.
The Marine Odyssey is 20% completed.
Still no UI, audio, buttons etc.
One more thing, please give me some ideas of what can i add besides Kraken, Sharks and Starfish swarm. Or any feature you have in mind that will look good.
Marine Odyssey - Devlog #5
Phew…!!
It was a long day fighting errors and adjusting stuff.
What i did is to implement the full Kraken. The old codes had soo many errors and structural issues and was incomplete. So, i had to replace almost everything and also upgraded the gameplan
Some features are still missing though, that i’ll add later.
And yeah, i still haven’t added the sprites and UI, just working on the gameplay.
Marine Odyssey - Devlog #4
Been focusing on gameplay systems instead of visuals lately.
The shark encounters are now working, with coral hiding fully integrated into the core gameplay loop. After some playtesting, I scrapped one of my original enemy ideas because it just wasn’t as interesting and started building a Kraken event instead.
The Kraken is turning into one of the game’s biggest moments. Instead of permanent obstacles, giant tentacles will strike from beneath the seabed, forcing quick reactions and precise movement. I’ve also finished setting up the event system that controls the warnings, ocean darkening, cooldowns, and attack sequence. The tentacle system is now being rebuilt to use movement rather than scaling, which should make the final animations look much more natural once the real art is added.
Still sticking with placeholder shapes for now. Getting the mechanics right before worrying about the visuals has been the best decision so far.
Marine Odyssey - Devlog #3
Made a lot of progress today.
The coral system is now in place, including hiding zones that the submarine can use to avoid sharks. I also got the first enemy working—sharks now patrol the ocean, chase the player when spotted, and lose interest if you disappear into the coral.
I spent some time cleaning up the game’s structure too, fixing early issues with the camera, movement, and world scale so everything feels much more open. I also scrapped one of my original enemy ideas and replaced it with a Secret event that’s going to be a full event instead of just another obstacle.
Still using placeholder shapes for everything. Focusing on making the gameplay fun first before moving on to art and polish.
Marine Odyssey - Devlog #2
Made some solid progress on the submarine game today.
I finished the core movement systems, added an endless scrolling ocean, and reworked the camera so it follows the submarine vertically while the world keeps moving forward. I also cleaned up a few early design decisions to make the ocean feel much larger and easier to build on later. Started working on the coral system as well. The coral foreground now loops endlessly with the environment, and I’m laying the groundwork for hiding mechanics that’ll be used to avoid predators later on.
Still using placeholder shapes—gameplay first, art later.
I’m really excited to complete this game and show it to you all!!!
Marine Odyssey - Devlog #1
Just started off this underwater submarine game.
I went through a lot of ideas following the arcady style 2D game and landed on this game idea.
Wait to see the whole game reveal itself