Following Seas - Now with squeaky toy.
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- Опубліковано 4 вер 2024
- In this rambly 'ummm' filled video, I'd like to give a closer look at the junk, now that more of the model is complete, and more of the features are operational.
Proxy meshes for cloth have been added, texturing is much closer to completion, and I've split the ship into proper zones to better handle lighting and effects.
I've added water interaction, and effects as well. I'm experimenting with a fairly exaggerated level of spray at the bow. It's not realistic, but I feel it better demonstrates the feeling of speed.
Lods are well underway as well, which isn't terribly exciting, but it's a necesary evil.
A notable feature of junks is the heavy use of bulkheads in the design. I've added this to a degree, though I have left it much more open than would be typical, just to save on ladders
For other changes, I've made significant progress on environmental audio. This doesn't mean I've added much in the way of new sounds yet, rather I've refactored audio scripts to better handle localized audio. Won't sound much different in these videos -- but it's significant on the back end, and should be much easier and more functional going forward.
Please forgive my enthusiastic Dachshund in the background, he enjoys his squeakers and I'm so desensitized to it I didn't notice until the video was ready.
This looks phenomenal!!! I'm looking forward to seeing your continuous progress :)
Very nice..
Nice. Second favourite after the xebéc.
My biggest fear in this world is to die before have the opportunity to play this game
Thank you. I hope the project does not disappoint. Expect a demo this year. I originally mentioned a demo late 2023, but should not have said that so early. I could release one at any time -- but really should have something closer to the intended project before I drop anything.
@@2eightnine no problem about that. Your game, your times.
And dont worry about disappoint. Since a game has quietly sailing ships, I think people will appreciate it, specially because is not an extended genre yet. (Excuse my english)
@@2eightnine Dude I want to be the first to buy it, I hope it's on steam soon.
Love the detail
Thank you 😊
I am wondering how do you handle moving on ship and ashore.. when on ship you teleport player controller to dummy boat or something or somehow avoided unity physics trying to push you off of it?
No teleporting or fancy trickery involved. The player is genuinely aboard the ship in world space.
There's a few things done to make than functional, but the main points are checking what the player (A rigidbody) is standing on, and parenting the player to the object if it's a vehicle.
Then the parent's (i.e. a ship) velocity is added to the players when the player is in motion, else the player is made kinematic when not receiving input to prevent jitter.
Also, when not on a ship, interpolation is on for the player, but when on a ship, interpolation is swapped to the ships RB instead -- this helps smooth out the motion a lot. It's not 100% perfect yet -- but is pretty stable unless the seas are really throwing things around.
Ever thought of a galleon?
I like the idea of a galleon -- but it's unlikely at this point. I use a method of particle simulation for sailcloth that allows for complex motion and interaction -- but it doesn't scale well for a large number of sails, so most square rigged ships are impractical. Plus I want to focus (loosely) on Mediterranean, Arabic Peninsula, and Asian designs, as I feel they don't get a lot of love. Still not entirely out of the question, as some of the older galleons had relatively few sails, and a mix of lateen and square.
@@2eightnine so no to the galleon? That’s okay
Will PVP be a thing? It would be so cool to be able to be fight other with lots of crew on your ship
Combat is on the wishlist -- but the game is singleplayer only.
Can we doante for developement support ? Patreon or someone else please?
Thank you for the comments. :) I don't currently have any patreon or equivalent up. I don't want to take anyone's money until I'm closer to a released product. I work fulltime -- so there's always the option that I would have to step away from this project for a time, and that wouldn't be fair to anyone who has contributed $.
The side rail things are "Bulwarks". That junk rig is looking fantastic. Really polished for such an early stage. Do you have a discord server?
Thank you -- I was completely drawing a blank.
I have created a discord. There's not much there yet, but I aim to start spending a lot more time there. You are of course welcome to join.
discord.gg/KX9FA7F7eq
You've probably mentioned this in another video but this is my first. Where will this game be published? Because it's not on the steam store. Also I'm assuming you've, at least been, inspired by Sailwind. I'm just wondering about that last part is all.
I intend to launch of Steam -- but nothing is cast in stone yet. I expect to get the page up once I've got a proper trailer and more content in place. Sailwind is definitely an influence -- great project. Not the only influence though -- I've been wanting more sailing games for years starting with Sea Dogs and Oblivion mods ha.
@@2eightnine Sounds good! I look forward to your development! Very promising!
It looks much better than sailwind.
Just found this project and i can't wait to see it, one question will there be Co op gameplay or will this be solely single player? Hope you get support that this deserves 🤌 superb Ps. please add a Schooner 😂 thanks 👍
Thank you. :) The game is single player only. I don't mind the idea of multiplayer, but being a solo dev I feel it's important to not get stuck in feature creep.
Regarding ships -- I'm mostly focusing on Mediterranean and Asian designs (at least in terms of sailplans) -- but I'm always open to more ships.
@@2eightnine absolutely one thing i will add is sailing games can sometimes feel very barron out a sea its understable but near ports its nice to see some AI or other players also working, are there plans for AI vessels? A more active world makes a big difference