Staff Pick

Mission to Hadrian 3D Game (Fan Remake)

The Nautilus is one of my all time favorite ships in Star Citizen, and it debuted with a 2D web-b...

4 years ago

Upvoted by

You must accept marketing cookies to see this third-party content. This may transmit personal data to third-party platforms. More about this in our Privacy Policy.

or

The Nautilus is one of my all time favorite ships in Star Citizen, and it debuted with a 2D web-based minigame called Mission to Hadrian which was kind of a chess + minesweeper cross and it was a lot of fun! Unfortunately shortly after the concept launch contest ended, the Mission to Hadrian game was either shutdown deliberately or simply broke, and remained broken for the last 3 years.

So in a fit of boredom, I decided to recreate the idea in Unity as a standalone 3D game. This is the result of a 4-day "game jam" session when I probably should have been doing something else.

The base game uses unrelated ship models (and thus has an unrelated name), but entering the Konami code (Up, Up, Down, Down, Left, Right, Left, Right, B, A) after the game starts will replace the ship models with the Nautilus and display the required 'Made by the Community' fan badge supplied by CIG.

LINK TO PLAY: https://driftwoodbadger.com/illestrov

This version removes the turn timer, and makes the computer more thoughtful. The absolute frenetic pace of the original version was understandable when playing a human opponent, but there's no reason to require a turn timer against an AI opponent. I wanted it to be something you could alt+tab away from and come back to if you got interrupted by life.

It also adds the beginnings of a progression system of sorts. As you clear each level of the game, it will ramp up difficulty on you.

The AI player gets smarter and meaner. The number of hidden mines randomly placed on the map increases. The number of mines / scans you can use increases. Your ship gets tougher and you may be able to take 2-3 mine hits before exploding...or maybe not.

The basic controls are displayed on screen as buttons, but also work as keyboard shortcuts. The only thing not explicitly mentioned on screen is the camera rotation which is pretty straight-forward. You can use WASD to orbit or tilt the camera, or hold down your right mouse button to do the same.

Some features I'd like to add in the future if I get time:

Arbitrary map sizes so you can play on larger boards. Control a fleet of ships instead of just one as the board size increases. Other colorful star systems to play in. Probably a way to toggle the music on/off and switch tracks. More UI polish Ability to jump straight to higher difficulty levels.

Most of the underlying code to make these features happen already exists, just needs a bit of UI work more than anything.

This is a non-commercial fan project. The base game is called "Illestrov" because when I built this 5 months ago I banged my head repeatedly on the keyboard until Google came up with 0 matches.

If you encounter anything that seems like a bug, feel free to yell at me, I'll probably fix it.

Last modified by author 3 years ago

1 comment

Sign into your RSI account to add your comments concerning this post