Nucleotide is an upcoming single player action-adventure video game under development by FrozenPixel studio. We are creating one development diary each week, and you can find them on our YouTube channel.

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Description

Greetings people of Internet! My name is Ivan Mandić, but you may call me iVan.
Welcome to Nucleotide game development diary #2!

--The song lyrics--
It should've been the end of the world as we know it, {x3}
so what the fuuuuuuck (We're still alive)????

This week I worked on several things, all of which are still in process of prototyping, and will probably change in the future.
I started by enlarging the items collection area to make the items easier to collect.
Making the collider bigger would look stupid, so I made a collection area around items which when entered drags the item towards the player.
I started to work on ammunition and shooting. Player can now collect ammunition and fire it back in the direction he is facing.
I created a simple target which serves as a lock to these gates behind it. Once hit, it will fall off and the gates will open, making the way for the player.
The target now behaves as any other object floating on the water surface. The player can push it around, and bullets will affect it's velocity. That behaviour is known as the "Law of conservation of Momentum".
Another thing I worked on this week are the grabbable elements, on which player can hook with his tongue. This feature will serve for multiple things, but for now it only drags the player towards the element.
I made this stick grabbable, and I will now demonstrate how to use this feature to gain velocity and make the movement through water faster.
It has a lot of potential, which will be more obvious in the future.
After hitting the second target, we're entering the third area. The pillar in the middle is also a grabbale element, and the player can attract himself towards it.
As you have probably noticed I made the scene for this video a bit prettier, by creating additional models and appropriate textures for them.
I also made the water look more realistic.
All of these are only placeholders for the artwork and shaders which are coming in the future.