Week 5 - Progress Update


Last week, I created ship and camera movements. Both were flawed, and overly complicated, with limited code reusability, due to axis issues and incorrect camera rotations. This week, I fixed all axis issues, while simplifying the entire movement system. Now, boats are instantiated as gameobjects, with a boat class, as well as an AI or player controller class. The camera follows the player, while a hinge GameObject corrects the rotation issues. I’m happy that I spent my time using raycasting to create a rudimentary AI for boats, which can sail, avoid other objects, while launching cannonballs. Currently, the cannonballs require some tweaking regarding their movement, but they will hopefully be launched seamlessly at an arc at ocean locations. If boats are caught in cannon fire, they are destroyed or take damage. I’ve also decided to scrap the island exploration mechanic, and focus more on sea exploration. The things I will add for next week include cosmetic factors, such as storm clouds, fish, etc. One mechanic I wish to add is whirlpools, which use triggers to draw the player into the middle, where their ship can be destroyed. Currently, I’m a little unhappy with my progress, as figuring out the ship controls took a substantial amount of time. I will probably attend code help desk at some point to ask about cannonball movements, but that’s about it. All in all, most of my tech has been completed, at some level. Now I just need to put it all together.

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