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Tuff ahh Video game

  • 3 Devlogs
  • 6 Total hours

Its a video game, you use your brain to play, if you dont have 1, GET OUT!

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1h 56m 1s logged

🌊 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:

  • 🎥 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!
  • 🔄 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:

  • 📺 Adding Submarine UI: Actively building and designing the interface systems for the dashboard.
  • ✍️ 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:

  • 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?
  • 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?
  • 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! ⬇️

🌊 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:

  • 🎥 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!
  • 🔄 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:

  • 📺 Adding Submarine UI: Actively building and designing the interface systems for the dashboard.
  • ✍️ 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:

  • 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?
  • 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?
  • 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! ⬇️

Replying to @NC

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1h 0m 5s logged

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!

  • 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.
  • Dynamic Trails: I duplicated a few of the GPU particles and slapped them on all sides of the submarine.
  • 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.

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!

  • 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.
  • Dynamic Trails: I duplicated a few of the GPU particles and slapped them on all sides of the submarine.
  • 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.

Replying to @NC

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