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๐ŸŒŠ Submarine Devlog Update: Polishing the Pilot Experience! ๐Ÿš€


๐Ÿ› ๏ธ Whatโ€™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:

  • ๐ŸŽฅ Dynamic Camera Sway: Added procedural camera sway that reacts directly to the submarineโ€™s velocity and turn angles, making the underwater physics feel incredibly weighty!
  • ๐Ÿ”„ 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!

๐Ÿ›‘ Current Roadblocks & Design Hurdles

1. ๐ŸŽ›๏ธ 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 canโ€™t really see the outside environment!

2. ๐Ÿ’ฅ 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!


๐Ÿš€ Whatโ€™s Next?

Over the next few days, my primary focus will be breathing life into the cockpit interior:

  • ๐Ÿ“บ Adding Submarine UI: Actively building and designing the interface systems for the dashboard.
  • โœ๏ธ Filling Empty Screens: Populating those blank monitors with live text, data feeds, and telemetry.

๐Ÿ’ฌ Any Suggestions? Let Me Know in the Comments! ๐Ÿ‘‡

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 playerโ€™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! โฌ‡๏ธ

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