The Production - Phase 4
"Breathe in that nautical air, and gently breathe out again.."
Week 4 of the production stage, it's coming all together.. err.. kinda..
This week's been a more hectic one, as if the last one wasn't, really. But in all seriousness, we tried doing as much as we could.
More progress will follow the next few weeks.
Main updates;
- Dennis combined the mast and the steeringwheel interaction into one, this being for playability reasons. And just like the shield and winch, if one of them breaks, they get disabled.
- Quinten added the basics of a particle system, which is now able to produce a smoke effect, which fits really nicely with the cannon firing. Same with the decal holes we used to have, they now have been replaced with a full on mesh that acts as a decal.
And best of all; more particle effects.
- Kristof reworked almost all of the hitboxes on the interactables and such. They have a more realistic touch to them instead of them having box-shaped colliders.
https://gyazo.com/7c073630f7f6228fb2901b8a46ebaff0
Elie: Detailing ship, Ship destruction, Smoke effect.
Lukas: UI, Level design, Lighting setup.
https://gyazo.com/516631f7dc63b256683a4665c441a104
Ilja: Rigging, Skinning, Animation.
Basic animations will be pulled from Mixamo, the more specific animations (e.g. ship steering, animal animations) will be animated in Maya.
We planned out most of our incoming tasks for this sprint all together, and there's still quite a bit to do, but it's coming along nicely.
Yet again we limited ourselves to implementing the highly prioritised content such as; the main menu, the UI, finishing up the hole decal forming on the decks, implementing some animations and last but not least; bug fixing and code cleaning. (And my god, was/is it needed..)
More tweaking has been done and even some polishing, as one could call it.
We also experienced some difficulties (just like last week) concerning mesh importation into Unity, which made our lives considerably worse.
On the bright side, check out this amazing sneak peak of the progress so far: https://gyazo.com/5833a203835bb487a8f982bf6072eae6
It's water shader time, baby! The water shader has finally been implemented and it adds so much more to the game, now you can feel the momentum of the ships sailing next to eachother.
PS: don't pay attention to the broken texture on this poor little crabby, he'll get patched up real soon.
The GetShiptRekt! team
Made possible by DAE.
Get Get Shiprekt
Get Shiprekt
2 ships, 2 cannons, 2 sailors. Get good or get shiprekt!
Status | Released |
Authors | ElieVanRavels, DeeFeS, quinv, IljaWijnker, kdedeurw, LukasMaly |
Genre | Action |
Languages | English |
More posts
- The Final DevlogMay 26, 2020
- The Polishing - Stage 2May 14, 2020
- The Polishing - Stage 1May 06, 2020
- The Production - Phase 5Apr 23, 2020
- The Production - Phase 3Mar 25, 2020
- The Production - Phase 2Mar 19, 2020
- The Production - Phase 1Mar 11, 2020
- The Prototyping - Phase 2Mar 04, 2020
- The Prototyping - Phase 1Feb 27, 2020
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