Week 6: Last Minute Touch Ups Before Testing


As the title suggests this is the post about any last minute touch ups before Submergence is put under the scrutiny of the testers. The team has been making sure that the base game is ready to play and looks good with last minute functionality added and something that might give the player a bit of a start.


Isaac

Last week I had some space in our schedule to make a shark model. I was a bit reluctant to start it, as I have never done any organic modelling before. After 3 hours of work, the model, textures, material and animations were complete, and ready to be used by Sam in the AI system.





Sam Carey
I created a shark AI which randomly moves between way points and only targets the player if it has direct eye line. This is a fairly simple system, however, it seems to provide a relatively realistic shark behavior without the need to create a custom 3D Navmesh system.

Main Menu


Tutorial implementation 
Added all of the tutorial panels to the start of the main level allowing new players to flick through them at their own rate.

Billboard Markers
To help the players navigate the world a set of in world markers have been created. These will show players the location of each ship and whether it is currently available. 




Jarrad Bailey
As the rest of the team works on implementing functionality or cool new models I worked on the world environment making sure the sunken ships looked like they belonged as well as adding corrals around the island.

The first ship complete with barnacles and corral growing on the deck.

And here is the second wreck this one looks like it has been here a bit longer than the first and may contain a few surprises.

A view of the corrals surrounding the island making the environment look a bit more natural adding somewhere for the fish to live.

And yet another view of corrals around the island.

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