Gunboat

Gun­boat is a slow-paced 2D shooter writ­ten in Java and JoGL. It is far from fin­ished, but you can try out the cur­rent devel­op­ment ver­sion any­way. Issues with this appli­ca­tion are tracked on my Man­tis server, which is open to any­one to sign up, report bugs and request fea­tures. Please report any issues you find!

Down­loads

Gun­boat requires Java 1.6 and JoGL. Install Java as usual, and make sure the JoGL bina­ries (.dll files for Win­dows, .jnilib for Mac OS X, .so for Linux) are on the sys­tem path. (You can just put the libraries in the Gun­boat direc­tory if you like.)

Down­load Gun­boat itself here, and unzip it any­where you like. Run “java –jar dist/Gunboat.jar” to run the game. Gunboat.bat (Win­dows) or Gunboat.sh (Mac) will do this for you.

You can get the source code (and every­thing else) as a Net­beans project here on GitHub.

Online Ver­sion

I have done some work on an online browser-based ver­sion of Gun­boat. (Requires Google Earth plu­gin.) How­ever, it’s in its very early stages (you can’t shoot, there aren’t any ene­mies…). I’m not sure if I’ll con­tinue with it — one on had, level design has sud­denly become very easy! On the other hand, ick, Javascript. Source code for it is here on GitHub.

The rest of this page largely refers to the offline ver­sion, as it has many work­ing game­play com­po­nents that the online ver­sion does not.

Game­play

In Gun­boat, you are a small ship tasked to defend your har­bour against an attack­ing Navy. You can move freely around, and enemy ships will arrive in the har­bour in waves. (Some­times, allies will arrive to help you as well.) You must defeat all the ene­mies in each level to progress.

Your ship always appears at the bot­tom mid­dle of your screen. Around it is a coloured ring, which rep­re­sents your health. This will con­tract and change colour from green to red as you take dam­age. Attached to the right side of your ship is a British flag, rep­re­sent­ing your ship’s alleigance. Allies may have other flags, and ene­mies will always have a dif­fer­ent flag to yours. Every ship has both a flag and a health ring.

At the top of your screen is your HUD. On the left, your weapon load­out is dis­played. The yel­low ret­i­cle rep­re­sents your currently-selected weapon, though you can have up to 5 in each slot. On the right, your speed, head­ing and radar are dis­played. Speed and Head­ing are fairly self-explanatory. The radar has two modes that you can switch between. The default shows a map of the entire har­bour, with other ves­sels appear­ing on it. Red are ene­mies, yel­low allies, blue crates, and the green dot is you. The other radar mode, which you can tog­gle to at will, is a close-in radar. This only shows ships close to you, and thus gives higher detail. “Up” on this radar is in front of your ship, as opposed to the map view, where Up is always North.

Con­trols

The game is played with both key­board and mouse. The con­trols are:

  • Move Mouse: Aim
  • Mouse But­tons: Fire Pri­mary (Left) / Sec­ondary (Right) Weapon
  • WSAD: Change speed / heading
  • Q: Switch pri­mary weapons
  • E: Switch sec­ondary weapons
  • R: Switch radar modes
  • C: Switch cam­era angles (Fol­low, Above, Bird’s-Eye, Bridge)
  • H: Show/hide HUD (Might be use­ful on machines with­out 3D acceleration.)
  • N: Give your­self a Nuke (Cheat mode for test­ing only. Has no icon. Like a hom­ing mis­sile but faster, more agile, instakills, infi­nite ammo.)

Ship Types

  • Frigate (e.g. Type 23): This is the player’s ship, although you will encounter this ship many times as both ally and enemy. It is fast and nor­mally quite weak, and can carry a wide range of weapons. Yours has spe­cially rein­forced armour, so it has much more health than normal.
  • Marine Land­ing Craft: These tiny ves­sels are very fast, and sneak in close to their tar­gets. Their machine-gun is weak, but left unchecked they can do con­sid­er­able dam­age. They are easy to destroy.
  • MCMV (e.g. Sandown class): The Mine Coun­ter­mea­sure Ves­sel is fre­quently found accom­pa­ny­ing larger fleets. It is weak and poorly-armed.
  • Destroyer (e.g. Dar­ing class): These large ves­sels are tougher than frigates, and have mul­ti­ple weapon mount­ing points. They usu­ally have a com­bi­na­tion of guns, tor­pe­does and anti-air weapons.
  • Air­craft Car­rier (e.g. Invin­ci­ble Class): Air­craft car­ri­ers are huge, heav­ily armoured and largely unarmed. Their strength lies in their abil­ity to launch air­craft. A mix­ture of anti-air and anti-surface weapons is advised for tak­ing out a carrier.
  • Land­ing Plat­form Dock (e.g. Albion class): Much like the car­rier, the LPD’s strength lies in the smaller ves­sels that it can launch — in this case, land­ing craft. It is also more heav­ily armed and armoured than a carrier.
  • Bat­tle­ship (e.g. HMS Van­guard): Relics of a bygone age, these vast ships were designed to take on other bat­tle­ships on the high seas. They are slow and unmanou­ver­able, but have lots of armour and have lots of weapon mount­ing points. (These are boss-type enemies!)
  • Sup­ply Ship: Sup­ply ships are weak and unar­moured, and usu­ally drop inter­est­ing pick-up items. Be warned, though, they usu­ally come with a pow­er­ful escort!
  • Sub­ma­rine: (e.g. Astute Class) Sub­marines lurk below the sur­face, attack­ing with tor­pe­does, anti-ship and anti-air mis­siles. Spe­cific weapons are required to take out sub­marines, but they are lightly-armoured.
  • Heli­copter (e.g. Lynx): The heli­copter, a slow but manou­ver­able air­craft, is gen­er­ally used to drop depth charges.
  • VTOL Air­craft (e.g. Har­rier): The VTOL (Ver­ti­cal Take-Off and Land­ing) air­craft is fast and manou­ver­able, and can launch anti-ship mis­siles, anti-air mis­siles and tor­pe­does. How­ever, it has very lim­ited ammunition.
  • Stan­dard Air­craft (e.g. F35): These air­craft can only be launched from car­ri­ers. In addi­tion to a lim­ited sup­ply of mis­siles, they also have a mini­gun. They are extremely fast, but not very maneuverabe.

Weapons

  • Vick­ers 4.5-inch Mark 8: The stan­dard frigate deck gun, this weapon fires quickly and does a fair amount of damage.
  • Vick­ers .303 Machine­gun: This tiny weapon does lit­tle dam­age and has a very lim­ited range. It fires very quickly, but is extremely inac­cu­rate. It can hit aer­ial tar­gets as well as sur­face ones.
  • Twin QF 5.25-inch Mark 1: This is essen­tially the same as the 4.5-inch gun, except that there are two bar­rels per mount­ing point.
  • Twin BL 15-inch Mark 1: One of the highest-caliber naval guns ever put into ser­vice by the Royal Navy, this weapon fires slowly but over a long range, and the pro­jec­tiles are extremely dam­ag­ing. Not much sur­vives a hit with two 15-inch rounds.
  • Naval Laser Pro­to­type NDEW-1: This exper­i­men­tal direct-energy weapon fires rapidly, has a long range, and deals a lot of dam­age. How­ever, over-use of this weapon will cause it to explode and dam­age your ship!
  • RGM-84 Har­poon Mis­sile Launcher: This weapon, stan­dard equip­ment for frigates, fires anti-ship mis­siles. They are slow, but turn in mid-flight to hit the near­est enemy ship. They deal extreme amounts of dam­age. This weapon has lim­ited ammunition.
  • Tom­a­hawk Mis­sile Launcher: This weapon fires big­ger and bet­ter mis­siles. They are faster, more manou­ver­able, and cause more dam­age than their stan­dard vari­ant, but with even more lim­ited ammunition.
  • Sea Wolf Mis­sile Launcher: This is the anti-air equiv­a­lent of the stan­dard anti-ship mis­sile launcher. Its mis­siles move and home faster, to keep up with fly­ing targets.
  • Naval Rail­gun EMG Mod 0: Though not par­tic­u­larly dam­ag­ing and with an aver­age fire rate, this weapon’s strength is that it hits almost instantly, so there is no need to lead the target.
  • Stan­dard Tor­pe­does: Tor­pe­does are slow and dam­ag­ing, much like anti-ship mis­siles, except that they do not home on a tar­get. Their strength is that they can hit sub­merged tar­gets such as sub­marines as well as sur­face ships.
  • Sting Ray Hom­ing Tor­pe­does: Hom­ing tor­pe­does sac­ri­fice some of their war­head space for their hom­ing mech­a­nism, and thus deal less damage.
  • Depth Charges: These weapons are dropped near your ship rather than fired, and they do not move. They only hit sub­merged tar­gets — how­ever, any sub­ma­rine that gets lured onto the depth charge is instantly destroyed.
  • DS 30B 30mm Anti-Air Gun: This is the stan­dard anti-air weapon. Much like the 4.5-inch gun, it fires quickly and deals mod­er­ate damage.
  • Flak Can­non: This weapon deals extreme dam­age to air­borne ene­mies. How­ever, its rate of fire is very low.
  • Pha­lanx CIWS: Not strictly a weapon, the Pha­lanx will not shoot at ene­mies. Rather, it is an auto­mated tur­ret that will shoot down any enemy mis­siles within a cer­tain radius of your ship. It only lasts a lim­ited time.
  • Shield Gen­er­a­tor: An exper­i­men­tal device, the shield gen­er­a­tor cre­ates an elec­tro­mag­netic force-field around your ship. It deflects all incom­ing pro­jec­tiles, but it only lasts for a very lim­ited time.

Other In-Game Items

  • Health Crate: Some­times enemy ships will drop health crates when they’re destroyed. Steer your ship over these crates (marked with a red H) to restore some of your health.
  • Weapon Crate: Enemy ships with inter­est­ing weapons may some­times leave their weapon behind in a crate. (Sup­ply ships drop ran­dom weapon crates.) Steer your ship over them to pick up the weapon, and add it as an option in either your pri­mary or sec­ondary slot.

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