Post news RSS The Whaler - Dev Update #7

Models, Programming and general updates from Gamescom.

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Hi guys,

So we had a great time at Gamescom, we got a lot of good feedback and got to talk more about the game then I actually expected at this point. It was a great learning experience for future conventions and I`m even more excited to spread the word about the game.

Regarding the game updates: We have finished almost all of the models for the vertical slice, and our 3 great modelers have done an amazing job making everything from scratch, and it`s looking absolutely great. From a programming standpoint we are also pretty much on track for pre-alpha and to have an in-game trailer ready for you & Kickstarter next year. It`s a big project so we need to make it look the part as well, as of right now we will have the trailer ready sometime in December/January.

Also, the Kickstarter in-game concept art rewards are starting to come together and is looking amazing!


A small programming update:

- Dummy mechanics (Ship proto) -> Sails & Rudder vs waves
--> Can Accelerate / Decelerate (temp) - based on Sails raised* (primitive)
--> Can Rotate around arc (temp) - based on Rudder angle* (prrimitive)
--> Rudder visual feedback (inverted rotation mechanic)
--> Rudder progressively returns to angle 0 upon wheel release
*Some friction issue

- Dummy camera tracking (Cam proto) -> Tracking Ship vs waves
--> Can track rotation & position
--> Optional Y loc (prevents cam bumps, but less immersive) - Dynamic vs Static

- Dummy waves mechanic
--> Wave modulation (Speed, Height, Frequency, Noise) (No orientation control yet)

- Modified Buoyancy behavior (algorithm for mesh heighmap, pitch/yaw, etc.)
- Adapted fake ship to new mesh

- Test Scene Cleanup and general project setup
- Added Main Scene & SceneManager Loader (Transitions to Main)
- Refactored Ship Controlling Rudder logic
- Reflective/Transparent Map Water R&D
- Ship Logic Cleanup & Setup
- Skybox tests
- Preliminary Fog Settings
- Setup 'Fake Port' / Reel test

- Navigation re-implementation (Sails system, no torquers)
- Crafting system draggable UI placeholder implementation

Assets
- New Assets Import

Core
- GameManager Singleton implementation

Quest System
- Waypoint detection (Ship & Waypoint bounding volumes)
- QuestSysterm entity
- Dummy quest creation (hooked to debug console)
- Dummy quest waypoint (hooked to debug console)
- Quests are added ("Q") and completed (reaching dummy waypoint) only insofar as there are active quests (test mode)

UI
- UIManager Singleton implementation
- DebugConsole output UI element (array of 10 messages)

To some of the assets we finished, and concept art!


This is one of the many Captain`s table`s you can buy in the game. They go from very cheap to expensive and highly decorative- They are also fitting to the style of zone you start in. This is the European style table.

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The concept art of the European style Captain`s chair.


Conceptart Chair


The ocean texture/material.


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We redid the crafting hammer


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We have also started blocking out all the animations, this is one of the blockouts of the whale attack.


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Blockout of the spear throwing animation.


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And lastly, our little stand at Gamescom 2017


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Alright, and also remember that you can sign up for our closed beta at www.thewhalergame.com and also join our forums there as well for a nice chat!

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