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Captain a ship in one of the most intense rich-rushes in history! Choose to be ether a Whaler or Merchant and when you set out from port, nothing but your wits stands between you and a watery grave. Seas of Fortune will immerse you in the cold hard truth about life at sea, but you're not alone. Your crew stands with you in your battle for survival and riches. Keep morale up, supplies stocked and the ship in repair. There are riches to be had, and Legends to be found.

Post news Report RSS The Whaler - Video - New Art - Dev Update #8

Tech/art update and video of waypont quest system test.

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Hi Crew,

During this last month we have been working on the way-point system and how the quests/Mission will work, this all with placeholders while we are getting the ship ready and animations redone, yes, we had to redo most of the animations so we got a studio in to fix it, who previously has worked on some big projects.

We have also finished a lot of the art and the composer has made some amazing music done for the VS as well. Super excited to show it to you in a few months.

Remember, you can sign up for the closed beta here: thewhalergame.com and join our forums for QA or feedback..or just shanty singing here Forums.thewhalergame.com

Crafting & Inventory
- System definition for implementation (parameters, variables, etc.)
- Validating documentation
- Partial work on draggable core class

- System implementation (WIP)
- Scriptable Object definition
- Inventory base
- Crafting product base

Quest System
- Quest DB Holder (all quests)
- Intelligent Waypoint spawns (static, location-based)
- 'Q' now initiates quest DB (3 dummy quests, one of which active)

- Prevent duplicate active quest entries

- Additional work on the 'hunt' quest (dummy to attach to whale to trigger 'death trigger' when a whale that was sighted is effectively killed)
- Attempting to import whale assets to build dummy quest whale prefab (Scale Compensation export issue, unsupported by Unity)
- Added triggers for 'hunt' and 'deliver'
- Hunt quests only completed if 'killing the whale' as opposed to entering a zone (currently, killing a whale is defined by touching it with the ship, which is going to change for the minigame when ready)
- Simplified Waypoint system, now able to support both Whale and non-Whale objects (single entity to use)

- Typed Quests (Fetch, Deliver, Hunt)
- Ironed out 'Fetch' quests (reach destination = autocomplete)
- Preliminary disambiguation between Fetch, Deliver and Hunt
- Wip on 'ResourcesManifest' (for Deliver quests)
- Wip on 'RewardsManifest' (for Quests rewards in Fetch and Deliver (Hunt has no reward: just the whale!))
- Debug Question initiation ('Q') now triggers 3 dummy quests dynamically
- Cleaned Debug Quest 'Add' and prevent duplicates

General
- Script files reorganization / hierarchy (cleanup job)

Ship Physics
- Base Torquer (V2) and handler (wave rocking)
- Floating physics

Camera
- Camera jitter partial fix

- Adjust Camera settings based on ControlFocus (including focus in)

- Added secondary camera slave
- Added camera transition mode

Character Physics
- R&D Character relative positioning on boat (best fit), no falloff
- TODO: up/down fake physics implementation (will require raycasting & heuristics)

Character Movement
- WASD core movement (relative to boat)
- Camera panning (mouse-movement derived)
- Cursor Lock Status

- Physics-implementation of the character (RB to RB relationship) - WIP

Managers
- Added ControlFocus Class (determines whether player is controlling Ship, Character or Boat)
- Debug switch mode (1 = Ship, 2 = Boat (unused), 3 = Character)

Water
- Texture now 'offsets' accordingly with movement (illusion of movement)
- Texture offset follows 'waves' vector modifiers
- Fixed graphical tear in water texture (caused by recurring normals recalculation missing frame target)
- Attempted waves smoothly going faster/slower (stronger/weaker) but faced with algorithmic glitch to fix*

QuestLog
- Placeholder UI
- Debug show/hide ("J")
- Update quest status in UI

Compass
- Added Camera-space canvas as camera slave (child)
- Added Compass Asset to camera-space canvas
- Decoupled needle as interactive component
- Inverted X and Z axis of compass (export settings fix)
- Bent compass' Z-axis rotation to ship's Y-axis rotation dynamically (no smoothing)
- Added placeholder lighting setup for compass
- Adjusted material settings (metallic)
- Imported texture and normal map
- Added Waypoint feedback
- Added Waypoint feedback relative rotation

- Placeholder color disambiguation of up to 3 waypoints
- Now supports the top 3 active quests for waypoints

Quest Book
- Skinned quest book (wood texture)
- Adjusted 9-slice borders

Quest Popup
- Added placeholder quest popup (content still placeholder)
- Quest popup triggers when a quest completes

Button Prefab
- Skinned button (frame + bkg)
- Adjusted 9-slice borders

Crafting System
- Skinned Crafting panel (frame, encaved_slots, back, wood)
- Adjusted 9-slice borders
- Adjusted ratio
- Adjusted alpha

- Assets rundown, repriorization of current goals based on available assets
- R&D on character rigidbody on moving surface

Character (Player)
- Modified current character implementation (physics) to avoid jitter
- Created new camera (slave to character)

Character (Ship)
- Modified current physics implementation
- Modified tracking parameters of primary cam

Resources System
- Created the world resource container
- Created resource instances for: Grain, Iron, Oil, Rope, Rum, Meat and Wood
- Created prefab allocations for each resource
- Assigned to the world resource reference table (name, image, etc.) *NOT value (port-specific)

The Chef, maybe we should call him Mario!?


chef

The Compass seen in the video.

Compass

Nantucket Port buildings


port

Fiddler tuning the violin (Blockout)


ezgif 2 e5f6e364c7

Skinning Axe


skinning axe


Concept Art of the Kraken Captain`s table


kraken


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