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🌊 Submarine Devlog Update: Polishing the Pilot Experience! 🚀
🛠️ What’s New?
I have decided to shelf the torpedoes and missiles for a bit. The absolute priority right now is making the submarine movement feel completely seamless before adding combat mechanics! Here is what just went live:
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🎥 Dynamic Camera Sway: Added procedural camera sway that reacts directly to the submarine’s velocity and turn angles, making the underwater physics feel incredibly weighty!
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🔄 Dual-Perspective Toggle: Implemented a first-person cockpit view. Players can now seamlessly toggle between 3rd-person and 1st-person perspectives by tapping the
V key!
🛑 Current Roadblocks & Design Hurdles
1. 🎛️ Overwhelming Cockpit Screens
I am starting to build out the internal monitors and pilot UI. However, in my opinion, the current setup of these screens covers the view a bit too much. The player can’t really see the outside environment!
2. 💥 Camera Clipping Through Walls
Also, something I am discovering is that despite using a standard SpringArm3D node for my third-person view, the camera is still clipping into the walls. I have been banging my head for so long trying to stop it from clipping!
🚀 What’s Next?
Over the next few days, my primary focus will be breathing life into the cockpit interior:
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📺 Adding Submarine UI: Actively building and designing the interface systems for the dashboard.
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✍️ Filling Empty Screens: Populating those blank monitors with live text, data feeds, and telemetry.
💬 Any Suggestions? Let Me Know in the Comments! 👇
I would love to get your input on how to solve these issues:
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How should I handle the screen layout? What are your favorite tricks for keeping a cockpit UI highly functional without completely blocking the player’s view of the outside world?
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How can I fix the camera clipping? If you have experience with
SpringArm3D or collision detection in this engine, what am I missing to keep the camera outside the cave walls?
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How can I make the screens look properly sci-fi? What kind of design elements, color palettes, or visual details should I add to give the terminal text that high-tech, futuristic submarine vibe?
Drop your ideas and suggestions in the comments below low key really appreciate the help! ⬇️
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Ever played a game like Trackmania? How about underwater??
What’s happened?
I am making a racing inspired game with beautiful underwater visuals. Currently working on the smooth ahh submarine movement as well as BUBBLES!
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Realistic Bubbles: I created a sphere and slapped on a realistic transparent bubble shader that I had spent hours looking over the internet on how to code in shader text and finally got something working.
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Dynamic Trails: I duplicated a few of the GPU particles and slapped them on all sides of the submarine.
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Full Directional Logic: Then with a few lines of code, I got them to dynamically emit bubbles wherever I go. It works for the strafing side-to-side as well as climbing and diving.
Overall, a good start to the movement of the submarine.
What’s next?
I will be making a missile that can shoot walls of rock down! This will be apart of the underwater obstacle course I will be making.
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Making Movement for the Submarine