Posted March 03, 2025 by matthiasbro
#co-op #game development #indie #howest #howest_dae #dae #mythology #greece #stylized #sailing #ship #sea #adventure #multiplayer #party
As the title implies, this week went a bit less smoothly than the last. This is mainly due to sickness spreading through our team.
Despite that, we worked on plenty of things this week, continuing our research and prototyping. We worked on our ship, chose an engine, and prototyped a lot of new features. We also made sure all prototypes work when put in a single scene together so there's no unexpected issues when putting our game together.
On the more administrative front, our Art Bible needed a bit of work too this week, so our artists took care of that. Other than that we worked on our Game Design Document so there was a clear overview of how everything should function.
Making the ship interesting both visually and as the gameplay area is quite challenging! We are still prototyping this, to ensure we have the perfect ship for our game! Let's dive into the process:
a stylized ship model by Maksim Batyrev
Firstly, to save some time I decided to grab a free 3d model of a ship from the internet that would serve as a base for the proportions. This one was great because its heavily stylized which matches Dizzy Deck's artstyle. Obviously, the theme is quite different from our Ancient Greece but at this stage I'm not too worried about that.
Ship Design & Size prototype in Maya
In Maya, I adjusted the proportions of the ship, making it a lot wider, making our arena more spacious! I try to keep in mind that this boat has to hold enough space for up to 4 players and a lot of props. I added 2 additional platforms at the side of the ship to add interest in multiple elevations as well as break up the playing area into more parts.
Due to the physics system being easier to mold into what we envision for our game, we have decided to go with Unity. This was obviously not the only deciding factor but it was definitely the one holding the biggest weight. Unity also comes with the easy of being able to iterate very swiftly through ideas due to the quick compilation and fast changes we can apply.
This week we added an interaction mechanic:
Interactable Object prototype in Unity
Interactable Explosive prototype in Unity
Local co-op multiplayer prototype
First simple vertex shader
Waves drawn based on boat tilting shader
Physical waves based on where the boat tilts up
After making adjustments to the ship design it was time to find a good camera angle. Here are some options prototyped this week. We haven't made the final choice as this is still expected to change once are gameplay mechanics get more refined.
Camera Angles prototyping in Unity
The main focus of the art bible this week was shape language, colors, lighting and rfx. We make some sketches focussing on the effects, environment and character colors to create a recognizable ancient Greek palette. Choosing a color for the gods was the most experimental, as each god needed a respective color that can tell apart their features and identities.
Lastly, We created a design for the enemy NPC's. Which were the creatures summoned by different gods. Among these are very annoying - angry seagulls and of course a great Kraken threatening the ship!
Putting this all together in our art bible with guides on how to recreate the needed art style and color themes.
Art bible lay-out page sneak peek:
Next week we will be rounding off our work on all documents that are not living, and we will be making a playable demo of our game.