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'''Barotrauma''' is a 2D multiplayer resource management game currently in development by ''[[Undertow Games]]'' and ''[[FakeFish Games|FakeFish]]''. The game was released for free as a pre-alpha version on July 31st 2015, and has received regular updates since then. '''An Early Access commercial release was launched on June 5th 2019 on [https://store.steampowered.com/app/602960?snr=2_9_100006__apphubheader Steam]'''. The [https://github.com/Regalis11/Barotrauma game's source code] can be found on GitHub.
'''''Barotrauma''''' is a 2D multiplayer resource management game currently in development by [[Undertow Games]] and [[FakeFish Games|FakeFish]]. The game was released for free as a pre-alpha version on July 31, 2015, and has received regular updates since then. '''An Early Access commercial release was launched on June 5, 2019, on [https://store.steampowered.com/app/602960?snr=2_9_100006__apphubheader Steam]'''. The [https://github.com/Regalis11/Barotrauma game's source code] can be found on GitHub.
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=Development=
=Development=
After the success of Joonas ("Regalis") Rikkonen's ''SCP - Containment Breach'', he was encouraged to begin pursuing a career in game design and to start his own company, Undertow Games.<ref>http://www.scp-wiki.net/forum/t-864897/scp-containment-breach-v1-0#post-2038148</ref> He would later begin working on an entirely new game which deviated greatly from his previous works. ''Barotrauma'' draws inspiration from several different sources. The resource management aspects of the game were inspired by [[wikipedia:Space Station 13|Space Station 13]], and may have intentionally given Regalis the idea to make the game two dimensional rather than 3D. The horror aspects and underwater setting of the game were inspired by Pressure. Pressure is a game concept that originated from 4chan's video game board /v/. The game woud've taken place in the depths of the Atlantic Ocean inside a research lab. The lab is then attacked by underwater sea creatures and it is then up to the player to try and escape the lab. Several developers have attempted to make an actual game based on the concept, but so far none of them have been completed. The idea of having lovecraftian monsters be the main threat in the game most likely also inspired the enemies in ''Barotrauma'' as well.<ref name="ss_home">[http://undertowgames.com/?page_id=275 Barotrauma's Home Page]</ref> The game's art style is said to be inspired by [https://www.youtube.com/watch?v=YtBJ4W1iI1c Link-Dead], a 2D side-scrolling shooter which had also been in development for a while before being presumed dead.<ref>http://undertowgames.com/forum/viewtopic.php?f=13&t=4266&p=91144#p91144</ref> The game's [[wiring]] mechanic was inspired by [[wikipedia:Minecraft|Minecraft]]'s [[minecraft:Redstone circuit|redstone]] mechanics and MechComp in Space Station 13.<ref name="ss_home" />
After the success of Joonas ("Regalis") Rikkonen's ''SCP - Containment Breach'', he was encouraged to begin pursuing a career in game design and to start his own company, Undertow Games.<ref>http://www.scp-wiki.net/forum/t-864897/scp-containment-breach-v1-0#post-2038148</ref> He would later begin working on an entirely new game which deviated greatly from his previous works. ''Barotrauma'' draws inspiration from several different sources. The resource management aspects of the game were inspired by [[wikipedia:Space Station 13|''Space Station 13'']], and may have intentionally given Regalis the idea to make the game two-dimensional rather than 3D. The horror aspects and underwater setting of the game were inspired by ''Pressure''. ''Pressure'' is a game concept that originated from 4chan's video game board /v/. The game would've taken place in the depths of the Atlantic Ocean, inside a research lab. The lab would be attacked by underwater sea creatures, and it would be up to the player to try to escape the lab. Several developers have attempted to make an actual game based on this concept, but so far none have been completed. The idea of having Lovecraftian monsters be the main threat in the game most likely inspired the enemies in ''Barotrauma'' as well.<ref name="ss_home">[http://undertowgames.com/?page_id=275 Barotrauma's Home Page]</ref> The game's art style is said to be inspired by [https://www.youtube.com/watch?v=YtBJ4W1iI1c ''Link-Dead''], a 2D side-scrolling shooter which had also been in development for a while before being presumed dead.<ref>http://undertowgames.com/forum/viewtopic.php?f=13&t=4266&p=91144#p91144</ref> The game's [[wiring]] mechanic was inspired by [[wikipedia:Minecraft|''Minecraft'']]'s [[minecraft:Redstone circuit|redstone]] mechanics and MechComp in ''Space Station 13''.<ref name="ss_home" />
 
== Plot ==
== Plot ==
''Barotrauma'''s time period takes place several hundred years in the future, during an era where humanity is technologically advanced enough to achieve manned interplanetary space travel.The setting of the game is on [[wikipedia:Europa (moon)|Europa]], one of [[wikipedia:Jupiter|Jupiter]]’s moons, which has become colonized during the space age. Due to the surface of the planet being too irradiated for survival, colonies and outposts have been established under the layer of ice which covers the surface of the moon. Beneath the ice layer is a vast ocean used as a transport network between colonies and as a source for natural resources. The ocean also allowed for the creation of transportation shafts which interconnect the colonies throughout the moon. The ocean itself is inhabited by a number of aquatic [[:Category:Creatures|creatures]], as well as natural forming cave systems.
''Barotrauma'' takes place several hundred years in the future, during an era where humanity is technologically advanced enough to achieve manned interplanetary space travel. The setting of the game is on [[wikipedia:Europa (moon)|Europa]], one of [[wikipedia:Jupiter|Jupiter]]’s moons, which has become colonized during the space age. Due to the surface of the planet being too irradiated for survival, colonies and outposts have been established under the layer of ice covering the surface of the moon. Beneath the ice layer is a vast ocean, used as a transport network between colonies and as a source for natural resources. The ocean also allowed for the creation of transportation shafts that interconnect the colonies throughout the moon. The ocean itself is inhabited by a number of aquatic [[:Category:Creatures|creatures]], as well as naturally forming cave systems.
 
=Controls=
=Controls=
This is a list of the default controls. The keys can be customized in the options menu.
This is a list of the default controls. The keys can be customized in the options menu.
{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
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|G
|G
|-
|-
|Health
|Heal
|H
|H
|-
|-
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|F3/Fn+F3
|F3/Fn+F3
|}
|}
===Objective===
===Objective===
{{See also|Maintenance}}
{{See also|Maintenance}}
The primary goal in the [[Campaign]] of ''Barotrauma'''s game types, is to maintain and build a [[:Category:Submarines|submarine]]. This is done by hiring and controlling all of the crew members individually. Each crew member can be given a specific [[:Category:Jobs|job]]; the job chosen affects which skills the character excels at and performs badly in, although the actual percentage is randomized within a set range. In addition, ''Barotrauma'' also has what is arguably the antagonists of the game, aquatic-based [[:Category:Creatures|creatures]] which are capable of damaging your submarine and killing your crew, both intentionally and by consequence of damaging the ship. The secondary objective can be considered defending the submarine from these creatures and repairing damage by them before your ship sinks. The game also features other [[:Category:Game Modes|game modes]], with different goals or styles.
The primary objective in the [[Campaign]] game mode in ''Barotrauma'' is to maintain and build a [[:Category:Submarines|submarine]]. This is done by hiring and controlling all crew members individually. Each crew member can be given a specific [[:Category:Jobs|job]]; the job chosen affects which skills the character excels at and performs badly at, although the actual percentage is randomized within a set range. In addition, there are aquatic [[:Category:Creatures|creatures]]—arguably the antagonists of the game—capable of damaging your submarine and killing your crew, both intentionally and by consequence of damaging the ship. Defending the submarine from these creatures and repairing damage they inflict before your vessel sinks could be considered the secondary objective. The game includes other [[:Category:Game Modes|game modes]], with different goals or styles.
 
==GUI==
==GUI==
=== Inventory ===
=== Inventory ===
[[File:Barohud.png|alt=|right|800x800px]]
[[File:Barohud.png|alt=|right|800x800px]]
The inventory consists of 16 slots ''(medic's uniforms have 3 extra slots)''. Six of those slots are for specific equipped [[gear]], as indicated by the icons displayed on them; one slot each for an [[ID Card|ID card]], [[headset]], [[Gear#Head|headgear]], [[Gear#Innerwear|innerwear]], [[Gear#Outerwear|outerwear]] and [[toolbelt]]. The other ten slots house any unequipped items. Items can be equipped by double-clicking on them, clicking on the small bar above each item icon, or using the numbered hotkeys. The character can also carry items in their hands if they're not full of other equipment. Some items may not fit in the inventory slots due to their size; for example, [[Storage Container|storage containers]] can only be carried in hand, [[crates]] require both hands to carry and the [[Diving Suit|diving suit]] cannot be carried, only worn in the suit slot.
A crew member's inventory consists of sixteen slots ''(medic uniforms have three extra slots)''. Six of those slots are for specific equipped [[gear]], as indicated by the icons displayed on them—one slot each for an [[ID Card|ID card]], [[headset]], [[Gear#Head|headgear]], [[Gear#Innerwear|innerwear]], [[Gear#Outerwear|outerwear]] and [[toolbelt]]. The other ten slots house any unequipped items. An item can be equipped by double-clicking on its icon, clicking on the small bar above its icon, or using the numbered hotkey assigned to its slot. The character can also carry items in their hands if they're not full of other equipment. Some items may not fit in the inventory slots due to their size; for example, [[Storage Container|storage containers]] can only be carried in hand, [[crates]] require both hands to carry, and the [[Diving Suit|diving suit]] cannot be carried, only worn in the suit slot.
 
=== Store ===
=== Store ===
{{Main|Store}}
{{Main|Store}}
On campaign this allows the player to purchase [[:Category:Items|items]], ammunition, [[:Category:Electrical Components|electrical components]], new crew members and certain [[:Category:Installations|installations]]. The supplies are purchased using credits, which are a form of currency that is rewarded to the player after successfully completing a task in quest mode. In multiplayer mode however you cant purchase new crew members.
In the Campaign game mode, the store allows the player to purchase [[:Category:Items|items]], ammunition, [[:Category:Electrical Components|electrical components]], new crew members, and certain [[:Category:Installations|installations]]. The supplies are purchased using credits, a form of currency rewarded to the player for successfully completing a task in the Quest game mode. In the Multiplayer game mode, however, you can't purchase new crew members.
 
=== Wiring Interface ===
=== Wiring Interface ===
[[File:Wiring UI.png|right|300px]]
[[File:Wiring UI.png|right|300px]]
In order for any item in the submarine to work correctly, it needs to be wired. To enter the wiring system in game all you need its a screwdriver, and then press E in any item, there you will be able to modify the wiring (It can be disabled in server configurations or inside the sub editor).
In order for any installation in the submarine to work correctly, it needs to be wired. To enter the wiring system in-game, all you need is a screwdriver. With the installation highlighted, press E. You will be able to modify the wiring. (It can be disabled in server configurations or inside the sub editor.)
When you are inside the wiring system, you can remove wires by simply clicking and arresting it out of the plugin, but it wont remove the wire completely. To remove it completely you have to unplug it in both items and drag it to your inventory or outside of the wiring system UI. If you just remove one side of the wire, it will disable work as expected, but it will leave a wire bouncing which can create sparks that generate sound, it can be seen or heard by any player. To add a new wire to the plugins, you have to be holding any wire, it should appear automatically on the UI, then you just drag it to the plugin for both items. Add it in-game wont look fancy but a upcoming feature for that its coming in future updates. Wiring in the sub editor its similar to wiring in-game, although you have control of the shape of the wires.
While examining the wiring system, you can remove wires by simply clicking and arresting them out of the socket, but it won't remove the wire completely. To remove it completely you have to unplug it from both sockets and drag it to your inventory or outside of the wiring system UI. If you just remove one side of the wire, it will disable function as expected, but it will leave a wire bouncing, creating sparks that generate sound, which can be seen or heard by any player. To add a new wire to the installation, you must be holding one. It should appear automatically in the UI, then you just drag it to the desired sockets. Adding it in-game doesn't look fancy, but that will change in a future update. Wiring in the sub editor its similar to wiring in-game, although you have control over the shape of the wires.
 
==References==
==References==
<references /></noinclude>
<references /></noinclude>

Revision as of 23:17, 14 January 2021

Template:Stub Template:Outdated

Barotrauma is a 2D multiplayer resource management game currently in development by Undertow Games and FakeFish. The game was released for free as a pre-alpha version on July 31, 2015, and has received regular updates since then. An Early Access commercial release was launched on June 5, 2019, on Steam. The game's source code can be found on GitHub.


Development

After the success of Joonas ("Regalis") Rikkonen's SCP - Containment Breach, he was encouraged to begin pursuing a career in game design and to start his own company, Undertow Games.[1] He would later begin working on an entirely new game which deviated greatly from his previous works. Barotrauma draws inspiration from several different sources. The resource management aspects of the game were inspired by Space Station 13, and may have intentionally given Regalis the idea to make the game two-dimensional rather than 3D. The horror aspects and underwater setting of the game were inspired by Pressure. Pressure is a game concept that originated from 4chan's video game board /v/. The game would've taken place in the depths of the Atlantic Ocean, inside a research lab. The lab would be attacked by underwater sea creatures, and it would be up to the player to try to escape the lab. Several developers have attempted to make an actual game based on this concept, but so far none have been completed. The idea of having Lovecraftian monsters be the main threat in the game most likely inspired the enemies in Barotrauma as well.[2] The game's art style is said to be inspired by Link-Dead, a 2D side-scrolling shooter which had also been in development for a while before being presumed dead.[3] The game's wiring mechanic was inspired by Minecraft's redstone mechanics and MechComp in Space Station 13.[2]

Plot

Barotrauma takes place several hundred years in the future, during an era where humanity is technologically advanced enough to achieve manned interplanetary space travel. The setting of the game is on Europa, one of Jupiter’s moons, which has become colonized during the space age. Due to the surface of the planet being too irradiated for survival, colonies and outposts have been established under the layer of ice covering the surface of the moon. Beneath the ice layer is a vast ocean, used as a transport network between colonies and as a source for natural resources. The ocean also allowed for the creation of transportation shafts that interconnect the colonies throughout the moon. The ocean itself is inhabited by a number of aquatic creatures, as well as naturally forming cave systems.

Controls

This is a list of the default controls. The keys can be customized in the options menu.

Actions Keys
Use E
Movement WASD
Sprint L-SHIFT
Crouch L-CONTROL
Select / Use Equipped Item MOUSE1 (Left-Click)
Aim Equipped Item MOUSE2 (Right-Click)
Creature Attack R
Ragdoll Controlled Character SPACE
Chat T
Radio Chat R
Push-to-Talk V
Local Voice Chat B
Grab G
Heal H
AI Crew Orders C
Command Interface MOUSE3 (Middle-Click)
Next AI Character Z
Previous AI Character X
Info Tab Tab
Toggle Inventory in Sub Editor Q
Open the console F3/Fn+F3

Objective

See also: Maintenance

The primary objective in the Campaign game mode in Barotrauma is to maintain and build a submarine. This is done by hiring and controlling all crew members individually. Each crew member can be given a specific job; the job chosen affects which skills the character excels at and performs badly at, although the actual percentage is randomized within a set range. In addition, there are aquatic creatures—arguably the antagonists of the game—capable of damaging your submarine and killing your crew, both intentionally and by consequence of damaging the ship. Defending the submarine from these creatures and repairing damage they inflict before your vessel sinks could be considered the secondary objective. The game includes other game modes, with different goals or styles.

GUI

Inventory

A crew member's inventory consists of sixteen slots (medic uniforms have three extra slots). Six of those slots are for specific equipped gear, as indicated by the icons displayed on them—one slot each for an ID card, headset, headgear, innerwear, outerwear and toolbelt. The other ten slots house any unequipped items. An item can be equipped by double-clicking on its icon, clicking on the small bar above its icon, or using the numbered hotkey assigned to its slot. The character can also carry items in their hands if they're not full of other equipment. Some items may not fit in the inventory slots due to their size; for example, storage containers can only be carried in hand, crates require both hands to carry, and the diving suit cannot be carried, only worn in the suit slot.

Store

Main article: Store


In the Campaign game mode, the store allows the player to purchase items, ammunition, electrical components, new crew members, and certain installations. The supplies are purchased using credits, a form of currency rewarded to the player for successfully completing a task in the Quest game mode. In the Multiplayer game mode, however, you can't purchase new crew members.

Wiring Interface

In order for any installation in the submarine to work correctly, it needs to be wired. To enter the wiring system in-game, all you need is a screwdriver. With the installation highlighted, press E. You will be able to modify the wiring. (It can be disabled in server configurations or inside the sub editor.) While examining the wiring system, you can remove wires by simply clicking and arresting them out of the socket, but it won't remove the wire completely. To remove it completely you have to unplug it from both sockets and drag it to your inventory or outside of the wiring system UI. If you just remove one side of the wire, it will disable function as expected, but it will leave a wire bouncing, creating sparks that generate sound, which can be seen or heard by any player. To add a new wire to the installation, you must be holding one. It should appear automatically in the UI, then you just drag it to the desired sockets. Adding it in-game doesn't look fancy, but that will change in a future update. Wiring in the sub editor its similar to wiring in-game, although you have control over the shape of the wires.

References