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Project

The hunt is on!

Beasts of Steel plays during the 2nd world war, a time of technological advances and high stakes. As the captain of a [REDACTED] destroyer of the allied forces, it is your duty to hunt down and destroy the enemy battleship, the RTS Hunter..

Gameplay

Fortune favors the bold.

Intercepted axis communication reveals the position of the Hunter, only escorted by a couple A32 destroyers, with a destroyed radar and in thick fog. This is our time to strike and sink the pride of the [REDACTED] navy once and for all!

Your Destroyer

Equipped with 3 Turrets, featuring 2 120mm guns each, your ship is very much underwhelming compared to the mighty battleship you hunt. However, because of your newer build, featuring a more advanced radar unit, you can clearly see the enemy in the heavy fog, sneak up on them, and rain hellfire upon the enemies. Inspiration: Your ship is inspired by the HMS Noble/ORP Piorun, a British destroyer loaned to the polish navy in 1940. Piorun was the first destroyer to spot the Bismarck during the hunt. But her reputation was born afterward, as she left the formation, charged and opened fire at the battleship. The exchange commenced for an hour before Piorun backed off.

RTS Hunter (Battleship)

The fictional battleship RTS Hunter was built in 1934. During a previous engagement, an allied ship landed a hit on the Hunter’s Radar, forcing her to rely on great firepower to stay afloat. With 4 turrets, featuring 2 380mm guns each, she certainly packed a punch, and is still a great danger to our fleet, even when practically blind. Inspiration: The Hunter is inspired by KMS Bismarck, originally built in 1939 she was the pride of the German navy. Bismarck was sunk by HMS King George V and HMS Rodney in 1941.

What's Unique

Controls

Unlike most miliary vehicle games (ships, tanks), Beasts of Steel focuses on a different movement system. Instead of controlling the ship via your keyboard and key binds, you instead control UI elements that are represented in real ships. This is achieved by only getting one input, the mouse, dragging and clicking. This forces you to make rapid decisions to defeat the enemy battleship in time, as you can only control one element at a time.

Mini Map

To spot enemies, you are equipped with a mini map. However, that would be quite boring, so instead, the mini map is a radar. The location of an enemy ship gets pinged once the scanner detects a signal, said pings only last a few seconds before they disappear again. The radar is proximity based instead of a real mini map.

Layers

To make the game feel more realistic, each layer of the ship (Hull, Bridge, Turret) has received its own hitbox, own health. Subsequently this gave birth to weak spots. - Destroying a turret would cause the ammo to explode, sinking the ship. - The Bridge is the brain of a ship. If that is destroyed, there is no way to issue orders, rendering the ship useless. -Once the hull gets severely weakened, a hull break occurs. The ship literally breaks in two and sinks.

Appendices

Creators

Jakub Stanislaw Kowalczyk Profile Picture
Jakub Stanislaw Kowalczyk

Gestaltung

Grafik

Game Programmierung