Devlog 10: Finished map layout and small tweaks to submarine started working on story and UI
What have I accomplished:
- Finished making the environment
- Coded the sharks to move around the map
- Added clues for the player
- Started the story, the lore, the introduction
Finished the environment:
Making the environment definitely took the longest but it wasn’t the hardest task, just a lot of copy and paste of walls. However finding any gaps or holes in which the player can creep down into was annoying. After a few hours of looking around, banging into walls, I did find and patch up a few but am not sure if that is all of them. Hopefully, to discourage/guide the player away from the corners and edges, I put huge sharks guarding the walls as well as rows of sea mines to tell the player to look somewhere else, not here.
Also, I added a couple of underwater ruins, like a wrecked ship and a submarine.
The actual warhead retrieval process is working now, when the submarine touches it, a parachute will come up and lift the warhead to the surface, where hopefully the boat will collect.
Coding the sharks!
Coding the sharks was fairly easy (Literally 2 lines of code) as I used a Path3D and a PathFollow3D node to just map out the path in the inspector.
func _process(delta):
progress += 20*delta
That is all the code, the progress, is how far the shark is along the track and the integer determines how fast the shark moves.
I could’ve used an AnimationTree node but with my prior experience to that, just thinking of the whole coding part, setting the animations up, the chase player code made me cringe a lot, also there’s not enough time.
Giving the player clues
So in addition to the current features of the MMS scanner, it can also track the ‘SOS beacon’ of the abandoned target submarine by taking its position and comparing it to the player’s and using ranges of signal strength with distance to see how ‘strong’ the signal is.
Additionally, it does the exact same for angle, so the scanner can tell player which direction the submarine was found.
Started the introduction
The plan in mind is like some cool visual graphics telling you, your objective, a brief map layout telling you of hazards, some lore, like ‘Secret weapon’s mission gone wrong, must retrieve warheads before enemies do so’ the submarine is on a tugboat sailing on the sea, the crane will pick it up and dump it in the water
Full lapse of tugboat here : https://lapse.hackclub.com/timelapse/lsYzC1wA-xLH
What’s next?
- Adding UI to the game, pause menu, main menu, death screen
- Finishing lore of game, animations, mission objective, win scene.
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