Week 4: Level Building and Core Functions


moving into the next stage of the schedule. Sam is now working on getting the base game play mechanics up and running while Isaac will be putting some finishing touches onto the last models that we need. then we will be starting to build the game world and bringing submergence to life.


Sam Carey

Item Marking System
Players  are now able to mark collectable items in a certain range. Items are meant to be visible through walls, however, this has not been implemented as the two possible ways to do this no longer work in the Lightweight Render Pipeline (Unitys new rendering engine).  I will need to find another way to perform this effect.


Defining Ship Locations
Created a system to define a ship location and tell the player once it's complete.

Purchasing Upgrades.
Along with the purchasing mechanics I updated the UI interface of the shop to make it easier to understand. 


here are a couple of progress pictures on the game world that we have been working on.


this is the dock that leads up to the shop the players boat can be found here and parked here when visiting the island.


above is the fish in the shallows around the island with schools of fish just going about their business.


above is a look at the island with the rocks and trees and a couple of water barrels.


another shot of the swimming fish and shallows.


the sop shack that the player can buy upgrades at.


closeup of the shop showing the upgrades and items on the back shelf.

Get Submergence Game Prototype

Leave a comment

Log in with itch.io to leave a comment.