A single-player 2.5D Lovecraftian submarine game, where you have to manage your resources and crew, your submarine and bases to survive mysterious dangers lurking in the deeps. Explore the unknown, dive deep into the story and find secrets that alien ocean has to hide.

Post news Report RSS Into The Deep Devlog #2 - Transitions, explosions and more!

I show off my latest work on camera transitions and some explosions I did for the ship's weapons

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Transition to the ship

I had a concept from somewhere, but I don't know specifically from where, I just remembered the effect, where inside's of some object are shown when you zoom in. So that's why I decided to do it in my game. I want ships to be visible from the outside, so they could have some outside details, not just a ship made of cubes. Right now it's a placeholder model I grabbed from Google's Poly (check it out, it has awesome models for your prototyping needs), but in the future when I have someone to do my art, I will have an array of modular ships where you could attach weapons, upgrades, and lots more. So the effect right now looks like this:

Property changing on the shader's mask

I am willing to share some details on how I did this because there were a lot of people who were interested. It's a very simple solution, yet I had to spend a day to find a solution that I wanted. I followed this tutorial to make myself two shaders: one for the cutout mask, one for the ship's model. The mask in mind looks like this. Then through an accessible shader property and a simple Tween, I modified the Cutoff of the mask based on cameras distance. The shader/script combination in-game looks like this:

Zoom-in effect in-game

Explosions

Everyone who was attentive enough maybe saw my tweets on my effects that I've been doing lately. I was busy doing explosion effects for torpedos and arsenal that Into the Deep will have. I won't go into details about weapons right now, because I didn't do much work on that, just basic prototypes for torpedos, depth charges, and other contraptions. But here's a sneak peek at the explosion effect:

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It is not very visible in the GIF but I've added a shockwave effect since the last time. It's more visible in this picture below.

Explosion

You might also ask how I did this. Well, there is a particle system attached that emits a single particle which scales over time and it has a distort shader attached to it. It's very simple, but I will need to tweak it a bit because it causes some strange artifacts when up close.

Right now explosions have no lasting effect on the ship, but I started implementing leaks and hull damage, so your crew will always have things to do.

Conclusion

What you see right now, I mean the map layout and this dark setting, is a sneak peak of what's to become an intro level for the game. I am building a basis for what's going to be an introduction to the basic control schemes, and interactions aboard the submarine. You are the first ones to see this.

I will continue my work on the game loop. I also want to gather some interest from around the internet and hear different opinions and suggestions that could help me when I feel drained out or lost in the development. So I will be working on game loop related stuff like AI, semi procedural world systems, basic objectives (for now). And when I get tired of those some eye-candy effects, maybe even models for you to see. I DO want to show you something every now and then, but I am too invested in the core system that might seem boring to you :)


I hope I taught you something new today, see you next time!

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