Thank you! Panic has been very nice with me and supportive of the project since the beginning, so hopefully they’ll help with promoting the game when it comes out.
StephanRewind
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Yes, random generators aren’t technically real random. But I ran batches of thousands of torpedo hits and detection rolls and they averaged over time exactly where they’re supposed to be. But the problem is that even real random have odd cases like you experienced. You could even argue that it’s the essence of random. We can’t expect rolls to be always nicely distributed. And our brains have a tendency to remember the few bad ones over the hundreds of good ones. That was the point I was trying to make across I guess. It’s not like the toast always falls on the wrong side, it’s that we forget all the times it landed right.
Absolutely. The most likely course of action at this point will be to port the game in Love2D, which would allow me to keep most of the Lua code base. And Love2D framework supports Windows, MacOS, Linux, Android and iOS. So I would have a cross platform version on Steam and possibly even a mobile port down the line. In fact, since I work on MacOS, the initial port will technically be Mac.
Anyway I can’t decently have a 1-bit game not ported for the Mac :)
I know. I must apologize because the editor of the magazine asked that I push back the post by 2 days. I promised to respect the exclusivity to the magazine subscribers and shipping has taken him longer than expected, which I can’t blame him for because I know how much work he puts into it, doing everything by himself.
Sorry about that, but I will publish on the 24, no matter what. Thank you for your patience.
Thanks :) I have a few of the required social accounts but I’m not very active. Only posting the occasional progress report. Posts are redundant. Pick your poison.
I also have a bunch of my past unedited pixel art streams on YouTube, if you’re into this sort of stuff. Not directly related to Atlantic ‘41 though.
Please don’t apologize! I keep up with the devlogs in great part because of messages like yours. Many devlogs turn into tutorials, and strip out all the clumsiness. But I’m never in total control of the work. It’s a messy and sometimes frustrating process, and I just want to share it for what it is. Let the reader take what they want from it.
I don’t claim the paternity of that approach though. It was inspired by Jordan Mechner and his journals for Katateka and Prince of Persia. I highly recommend them, since you seem to enjoy this kind of report. They’re highly detailed development accounts of legendary games, but also more personal and intimate views into the daily life of a kid in the U.S in the 80’s.
Here’s a link:
Thank you for the very kind words about the art. Someone else mentioned the book on social media. Maybe it was you. I really like that idea. It’s a significant additional workload because you can’t just copy and paste the web posts into a book. There’s a big job of editing and proof reading, and the question of image rights will be an issue. It’s not like a non profit website.
Interestingly my devlog was inspired by the wonderful journals Jordan Mechner wrote for Karateka and Prince of Persia so a book would be full circle.
Thank you both. I miss the 80’s video-game manuals. I’ll support Atlantic ‘41 with a detailed manual, maps and historical and technical brochures, like they did at the time. May just be PDF but at least it’ll exist. I also plan to make a 80’s style box, complete with illustration on the front and screenshots on the back, so people have all the material to print and build their own package.
Thanks for the feedback. It’s the explosion flash. There’s no gun involved here, since this is a torpedo hit. This may change down the line, especially the camera shake that may be a bit too intense.
About the watch, I have to keep feasibility and timing into account. An animated hand is very hard to do well, and would add a few more seconds to each time lapse, which the player would likely get tired of after a while. Repetitive non interactive animations tend to break the flow of the game. It may be already too long as it is. I wanted to find a way to keep the full screen stopwatch but sometimes you have to kill your babies for the greater good.
Exactly how I feel about difficulty. I feel like we ought to trust the player and let them learn from their own mistakes, rather than holding their hand.


