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10h 27m 15s logged

Devlog 8: Imported Environmental Assets and Hazards

What I have accomplished:

Using Blender 5.0 I hand modelled all the 3D assets.

RUINS

For some ruins where the relic might be, I have added some crumbled pillars, ruined archways, cracked stone slabs and an altar for the relic to rest on. I did some basic extruding to get the original shape down, then just pulled and twitched with the vertexes to give it the run down effect

Sea mines!

Additionally, the sea mine was fairly easy to make, a sphere, cylinders and a chain. Making the chain to the base was by far was the most satisfying part of the build as you just copy, paste, rotate and within seconds you get a neat, professional looking chain.

Relics

The relics were pretty easy, a glowing orb with unique patterns drawn across it and a shield. The plan is to just change the colour of the hues so the player has a common sense of what an orb looks like. Colours can be blue, violet, pink, red, yellow, gold, orange, and vice versa for the shield.

Underwater Predator

Now, the main event, the shark. I spent 6 hours and 32 minutes, modelling, texturing, rigging and animating this thing. This is by far the most complex project I have ever done (maybe even the most successful in terms of rigging!)

Below is the link of all my lapses for the shark only

https://lapse.hackclub.com/user/@NCGAMEMAKING

I’ve set the basic environment up, just a big square with rocks as barriers.

What’s next?

  • Using all of these assets to make the environment. I have to layout the relics, ruins, sea mines, sharks.

  • I have to code out the sea mine so it explodes with explosion graphics (not that hard)

  • Code the shark so it like swims in its patrol area and so if the player’s flashlight is shining on the shark it will start chasing the player, hurt the player and move on with its basic patrol.

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