(WIP)
Past Mini Devlog, first month or so- Created basic shapes in Sketchup. Imported them to Unity. Realized that not having them centered in SketchUp means no end of pain in Unity, so redid them all.
- Created a basic scene in Unity with camera facing the right way. Success!
- Messed around with lights, gave up. What I have works for now and there's lots of other systems to deal with.
- Messed around with water, gave up. I have a blue background, that'll do for now.
- Implemented basic motion using position and rotation and arrow keys.
- Realized I can leverage Unity physics to make things move more realistically. Rewrote movement using Force and Torque. Results exceeded expectations, will continue tweaking mass and drag numbers.
- Made boat model rotate to visibly match direction.
- Changed speed to be incremental, i.e. Full Speed Ahead, Slow Speed Ahead, Emergency Back, Full Stop instead of just pressing arrow down and having it increase forever. Messed with numbers until I got something that made sense for WW2 era subs.
- Added z-axis movement.
- Added limits on z-axis movement when I realized my boat could fly.
- First stab at concept of crew and compartments. This took a lot of revision and isn't done yet.
- Animations for crew adding/subtracting.
- Concept of manned compartments. Tied them to movement so that unmanned Command room = no movement possible.
- Fleshed out the compartments and assigned actual crew to them. Each compartment will now check "readiness level" before complying with orders.
- Decoupling of speed from keyboard. Lots of work done on dial detection with Unity GUI.
- Threw out Unity GUI. Completed dial with in-scene assets.
- Updated camera to move with player and added zoom.
Future PlansTorpedoes. Torpedo limits. Torpedo compartment ready state.
On-screen sonar, complete with loss of signal behavior and vaguely directional audio.
Damage, damage control.
Enemy and self visibility + way to communicate this to player.
Enemy AI, including different types of ships (currently at least 10 different types planned with varying speeds, inertia, hit likelihood and behaviors).
Ability to target, shoot at, and destroy ships (this one's huge).
Depth charges.
Sound.
Time of day lighting. Weather condition indicator.
Attack mapping (another huge one, probably even bigger than the first).
WishlistMissions.
Radio messages.
Factions.
More realistic crew with individual abilities and names.
Things I thought about and rejected (for now)Manual aiming is probably the biggest thing. The UI requirements for manual aiming are way beyond my scope. You will have to perform a couple of "observations" to get accurate firing solutions, which will then be affected by crew skills and current conditions (boat and environment). This will then determine "aim" which may or may not be correct based on all those factors. Once fired, there will be the usual random dud/premature explosion chance, but the torpedo will run true and physics will determine whether there's a hit or not.
