Posted March 10, 2025 by Noor.Smaege
#co-op #game development #indie #howest #howest_dae #dae #mythology #greece #stylized #sailing #ship #sea #adventure #multiplayer #party
This week was a rough one. With our final prototype deadline closing in, we pushed ourselves to get everything ready for approval from our supervisors. Our final prototype as well as our full art bible had to be completed. We had to make sure every visual element of our game was polished and consistent, applying feedback already given of the supervisors.
On top of that, our Game Design Model (GDM) needed to be finalized, documenting all the game’s mechanics, systems, and overall vision. Balancing all these tasks was no easy task, but we pushed through. Now, with everything we planned done, we wait eagerly for the approval of our supervisors and prepare for the next steps!
It’s been a challenging but rewarding week, and we’re happy to continue our efforts into this project
Our artists worked hard on the created of our final form of the art bible. For the layout of the overall pages, we tried to stick with an ancient Greekish theme. Choosing for brown and blue as the main colors and painted vase inspired art for the intro page.
Our Art Bible is made up of several pages, covering essential visual aspects of the game:
To make the water in the game somewhat realistic (following a toonish art style), in the sense that waves should move especially during stormy events. I created a water shader ripple effect. Mimicking sea waves. It is in the early stages, hence being a prototype, but I would like to add randomization in the waves itself later on and some other nice features.
Shader overview:
Fully realized active ragdoll
To make the game fun and goofy we wanted to make an active ragdoll. This way when running around the ship and getting knocked into stuff it is funny and satisfying. Also when picking up items or boxes the physics will make this challenging by having the player try and balance themselves. The biggest issue we faced when making this is to have the animations work for the ragdoll, this means targeting a specific rotation for each joint to the rotation of the bone from the animation.
First try getting the character physicalised
Active ragdoll (left) mimicking the animation of the kinematic character (right)
Idle and Walking animations implemented with the Active Ragdoll
Basic game loop prototype
Now lets put everything together, just a new random interactable spawner and we have ourselves a small game loop. The players need to interact with the interactions spawning or else the boat loses health. If the players can hold out for long enough then they win or else they lose.
Start of the Game prototype
Next week we will be beginning production of the game itself. We are very excited to begin!