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Heres a video showing my latest work: attempting to make working dials using only shaders and not meshes.
Depth meter measured in feet on bridge and conning tower shown as well as RPM speed up/down (lerp ease in/out function) change added. Havnt been doing much work lately but I've started working in C++ https://youtu.be/5m2LRoeuXZI |
I now have a visual bearing indicator shader. Video soon.
With a dial shader and bearing shader and radar shader I am going to release a update with a pseudo testing mission against a stationary merchant asap. |
This was one of the issues that made me question the possibility of finishing this project long ago: displaying a bearing "dial" as 2D.
Here it is. IGnore the debug messages (and the dials just a proof of concept) Unfortunatly I fell off the boat so you cant see the depth meter. I need to come up with a way to attach to the boat. Biggest issues prventing me from creating a game similar to SH3 in "playability" -Map and the associated level creation with a earth size limit -Physics time multiplication -A lot of modelling http://i.imgur.com/DiqtREwl.png As you can see 70d bearing with 70d on the dial. |
http://www.indiedb.com/games/redwate...#downloadsform
New update 0.11pTD Quote:
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Been extremely busy lately sorry for lack of updates but still getting at it for at least a few minutes everyday and learning more and more of the unreal 4 engine c++ api so i can do more advanced coding when need be (soon).
NExt up ill be getting a intro scene going with my navy officer character I have ready and the pampanito guppy and tang 1949. |
I have offically started modelling a torpedo data computer for the conning tower and have a work around for the character not inheriting movement (switc h meshes when moving inside/outside like in SH5) and also have a large pier done in old school style (diffuse, specular, normal instead of albedo, roughness, metallic, ao and normal PBR but htatll come in time)
A real level toplay soon! |
This is shaping up to look like a great sub sim. Watching with interest :up:
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Quote:
Thank you. Been honing my programming and art skills lately instead of working on the project but as soon as my life issues get resolved (family health) ill be back to blueprinting (fast track prototyping) some fun things to do! NExt update will have a start of the interior, basic shooting and damage, basic tech tree, a simple level (or not lots of stock models i can use i paid for) and some simple AI. |
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So freakin' excited about this!
Sent from my iPhone using Tapatalk |
Looking to get a team together with my character artist/animation/3d artist and bigW who posted above.
That will definitly fast track an early alpha version. Anyone interestied in joining let me know, we will be creatinga gofundme after a playable game is prototyped to pay ourselves and gauge the market. |
A spline based procedural pipe (I have ropes and hoses too) as well as a quick cleat I did today cause I had some free time, unfortunatly my level is bugging out I neeed to find out what asset is giving problems (probly the 100 or so concrete peices for the pier, need to merge them using the merge tool)
I should be working on the subs but I've been doing art stuff lately to get my skills up to snuff (sculpting) http://i.imgur.com/cm8bmEt.png |
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