Thanks for all of the replies.
Nice :beer., I'd love to see what it looks like from the player's perspective. Will there be dynamic wetness from splashes?
Actually, wet effects is really subtle if seen in gameplay match perspective. You can see in screenshots below. For dynamic wetness, we haven't thought of that yet, maybe we'll look at these in the future.
Your latest shots look fantastic, but I have to wonder how this work relates to making a fun 4-player battle arena game.
I apologize if recent devlog is really focusing in graphics side, not gameplay. But, the graphics side is really haven't finished yet, I'm planning all of these shader reusable in every other arena so I can really focusing on gameplay in next iteration.
1. If I've learned anything from other local MP battle games, it's that the framerate is absolutely critical. The work you're doing with subtle shader effects is trading framerate for fine details that are not meaningful to the gameplay and may not even be visible at the normal zoom distance.
I guess you have the point. It sucks to play multiplayer with low framerate. In that case, next week, I plan to optimize those effects so it can run smoothly on our fairly old target laptop. It's necessary because Warboat will attending local game expo in next two week and we can't bring our PC.
To be fair, all of these shader actually really cheap to compute because most of them are pre-baked except dynamic water reflection. For now, the real framerate killer is HDR framebuffer, because it require twice of memory bandwidth. I had some plan to overcome this.
2. The environment feels thematically wrong for cartoonish renaissance-looking characters in little cannon-armed paddleboats. I would've expected something more in line with that time period (small dock off an island paradise, in a mediterranean port amongst larger ships, etc) instead of a post-apocalyptic swimming pool.
If you see earlier screenshot, the arena looks closer to medieval/renaissance theme, and then suddenly, it was on urban site. It's happen because of our earlier technical limitation and confusion to choose proper theme. But after so many internal discussion, Warboat likely won't stick to one theme. The characters and arenas will cross over generation, culture, and place. It's kind of like Smash bros, but with no Nintendo characters.
That renaissance characters actually haven't change from the game jam times. It's just temporary character for almost six month with no replacement until now
. And if anyone didn't notice, it's poorly copied from Zelda Windwaker character
Nudge . Don't worry, new replacement character is in development now.
Oh yeah, I forget to tell that Warboat is actually continuation of our internal game jam happen in end of May 2014.
3. I don't predict much strategy with a wide-open pool. Do you have plans to add obstacles or other interactive elements to the play area?
Another good point, open pool surely won't give much strategy. It can be solved in other arena design, but for prototype demo, unfortunately we'll stick to this arena. We already tried to solve this problem by adding power-ups. We'll show you in next few updates.
I don't mean to get you down though, I really like this project.
It's okay, we are happily accept all feedbacks from others.
Anyway, thanks for following this devlog, dukope! Your Obra Dinn demo is really awesome!
Game looks really fun,
I wanted to suggest a mechanic.
The boats could have a sharp front.
If you are able to ram the side of another boat with speed it would split and sink them.
If two boats ram one another front-on then they would bounce/divert or otherwise be nullified
Thanks for your suggestions! It's really good idea. We'll see if we can implemented this.
this looks hilarious to play
We hope so. Thanks!
Update #13Short update! Boat and character shader is mostly done. I'm using same cubemap as water puddle. It's subtle at far zoom, but it's better than use just flat ambient shading. Here are the results:
Oh, dat Nudge character looks so baaad.
I hope I can show you the replacement soon.