Silent Runner
by Clydeicus
Silent Runner
Silent Runner의 태그
설명
Silent Runner에서는 잠수함을 조종하며, 적 함선을 소탕하는 임무를 수행합니다. 강력한 어뢰, 적 탐지용 소나, 그리고 잠수 및 은신 능력이 제공됩니다. 해양 스텔스의 달인이 될 준비가 되셨나요?
플레이 방법
방향키 - 엔진 스로틀/조타/잠망경 회전. 스페이스바 - 소나 토글. Z 누른 상태 - 방향키로 어뢰 조준. Z에서 손을 떼면 어뢰 발사. C - 상승. X - 잠수. P - 잠망경 뷰 토글 또는 잠망경 깊이로 상승. 좌초되거나 움직일 수 없을 때 0(영) 키를 5초간 누르면 레벨이 재시작됩니다. 0과 1을 동시에 누르고 있으면 타이틀 화면으로 돌아갑니다.
FAQ
Silent Runner란 무엇인가요?
Silent Runner는 Clydeicus가 개발한 잠수함 테마의 방치형 게임으로, 잠수함 승무원과 장비를 관리하고 업그레이드하며 해저 미션을 진행하는 게임입니다.
Silent Runner는 어떻게 플레이하나요?
Silent Runner에서는 승무원을 배치하고 업그레이드하며, 더 나은 잠수함 모듈을 해금하고 다양한 해저 미션을 완료해 자원을 얻고 성장합니다.
Silent Runner의 주요 성장 시스템은 무엇인가요?
Silent Runner는 승무원 관리, 모듈 업그레이드, 장비 강화가 핵심 성장 시스템으로, 시간이 지날수록 잠수함이 더 강력해집니다.
Silent Runner는 오프라인 진행이 가능한가요?
네, Silent Runner는 방치형 게임으로, 오프라인 상태에서도 일부 진행과 자원 획득이 가능합니다.
Silent Runner는 어떤 플랫폼에서 플레이할 수 있나요?
Silent Runner는 Kongregate 웹사이트에서 즐길 수 있는 브라우저 기반 방치형 게임입니다.
개발자 업데이트
8/25/11 NEW! Survival mode!!! How many ships can you sink before you get sunk yourself?
8/22/11 UPDATE:
- Fixed the AI ship behavior. They should no longer be ramming into the walls at every opportunity.
- Bugfix: Torpedo SONAR alert sound wasn’t playing
+ Passive sonar now makes a warning sound when enemy ships are near, also when enemy ships are alerted to your presence.
+ Title screen spiffification
8/19/11: Thanks to mykael’s, brenden355’s, Ralfo’s, and ideastudios’ helpful comments:
+ N, S, E, W added to radar
+ Periscope view added. Press P to toggle periscope mode if at periscope depth or above. Pressing P while underneath periscope depth will send the sub up to the proper depth.
- Sub now reverses when pressing down
+ Passive sonar added. When enemy ships are near enough, they will flash red through the fog as if active sonar had been used, but without the PING! sound.
+ Maps for levels 2, 3, and 4 have been expanded/improved. Old small square map relegated to level 1.
- Torpedo aiming has been fixed.
- Boat rudder physics fixed
댓글
boringegg
Apr. 20, 2012
Needs a depth gauge and speedometer to show your speed and depth and also speed of descent if possible. Yeah, destroyers are way too fast upon detection.
mykael
Aug. 19, 2011
Good start. Things to add - N, S, E, W (and heading) to the radar map so I can see what heading I'm sailing. V - climb to periscope depth. P - Magnified periscope view. When steering, it should turn me as long as I have forward velocity, not just when I accelerate. Pressing down arrow when stationary should make me move astern. Currently I'm stuck rammed into the side of the last destroyer. Torps don't work at 0 range. And I'll second the call for bigger maps. This game play stuff is probably more important than adding more detailed scenery. The scenery seems fine to me.
Hooray! Now I have something better to do today than saunter about the house in a self-indulgent swagger. :D
brenden355
Aug. 19, 2011
Intricate enough the Ascend and Descend is cool but could you have made bigger maps and better scenery the 3D is great tho. So over all a nice game with just abit of improving then it could be totally awesome
...And here I was afraid the maps were already too big! Thanks for your constructive comment, some trees and buildings on the cliffs and islands would be a good idea... maybe even some underwater stuff? I can see to adding some scenery to the maps and tweaking them for increased awesomeness... after I get some sleep of course! :D
xenoargh
Oct. 10, 2011
Really great idea for a game :-) A few suggestions: 1. Destroyers seem to suddenly move really, really fast sometimes when they detect you- they go from zero to right on top of the sub. They sit around too much, imo, but then go hyper-active, which just feels weird. 2. If they fire a torpedo, play a warning sound (IRL, torps are heard on sonar). 3. I know it's not realistic, but strafe with Q and E would make moving around a lot less of a hassle sometimes. 4. Going to periscope depth takes too darn long, same with diving. I know IRL it's not fast, either, but it's a game and I'd like it faster. 5. Some sort of "stealth bar" showing how sneaky you're being would be awesome. 6. Add enemy boomers and attack subs and minefields, plus a big challenge of trying against a carrier's screen (random sonobouys, heh), and you have a very sweet game here. 7. The art's not really that important, although it'd be nice to not always be in fog.
These are great suggestions! I know that I'm definitely going to do a sequel to this game, but I'd like to not make it consecutively to this one and first do an unrelated game instead. It will most certainly happen though.
kogut9
Apr. 06, 2012
there should be pressure resistance that don't let you silk too long and too deeply (slowly renovate when you emerge)