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9h 51m logged

Devlog 9: Major Change of Plans and Coded Assets

What have I accomplished:

  • Started Making the environment
  • Made a scanner for the periscope to detect objects
  • Coded the sea mine
  • Added explosion Particles

The part that took the longest was the environment, taking in the lengths, finding hidden collision gaps, setting each zone up and placing obstacles.

The sea mine code was fairly simple, I also added some explosion particles when it exploded. That was really fun.

Additionally, I made a periscope scanner that can scan the ocean for any relics/mines/sharks in sight. The most aesthetic addition to the submarine and it gives the periscope a proper purpose rather than just a fun extra. I was heavily inspired by Call of Duty with their MMS (Milimeter scanner). This scanner can see through walls and highlight enemies!

Major change in plans :

Before we would have relics being the prized possession to retrieve.

However, after realising how vast the map was and the extreme likelihood of players not being able to find all relics was too high to ignore.

So instead of the player collecting relics, I have decided that they will go on an extremely difficult mission to retrieve some nuclear warheads/missiles on a U.S. nuclear submarine. The abandoned submarine will lie at the very bottom of 300m. The player must dodge sea mines, explore the other shipwrecks/submarines all before some rivals get their hands on it. Something like that for the briefing screen

The player will deploy buoys/parachutes on the missiles, and they will float to the surface. A boat will come and collect them. Mission Complete!

What’s Next?

I will be using a similar layout but with a different set of decorations, more submarines/shipwrecks, signs of naval warfare, mines and the warhead finally.

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