Fizzy Sea
- 28 Devlogs
- 41 Total hours
A 3D Game about a fox with a water gun!
A 3D Game about a fox with a water gun!
Fence fix and Animation
I fixed the gates I broke before, it was still a challenge. I tried animating, took me a bit to get a grip of it but I managed!
I tried fixing the fence!
I tried Fixing the fence. I wanted to switch the fence textures to something better but I kept messing up somehow and blender kept throwing errors so eventually I gave up. I will fix them in next work session. I will try my best to fix the fence and then I will do the animation for the player and shooting (hopefully).
TUTORIALS!
I have drew some textures for new tutorial signs:
One that shows that with mouse you turn your head.
One that shows WASD Walking controls.
One showing that pressing C changes camera view.
Menu Update
I made a few more options to od in menus in game, when you pause game, you have more resolution and frame options and in death menu you can quit game!
I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game.
It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lot…) which made me have to redo everything a bunch of times!
I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!
First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area.
Optimization
So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working.
New Map
I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasn’t built for this ;-;). I am proud of how it all turned out BUT it’s still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!
Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didn’t match objects and a few code checks.
I have built a few things today!
First, I optimized my trash bag models and put them on the map to fill in the empty space.
I added armature to my enemy model and tried a little bit of posing with it.
Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out.
And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit.
I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a “Drowned Screen” that shows when you fall off the platform with a functioning “Try Again” Button! I have tried to animate health to be bubbles that pop but I didn’t finish it.
I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason they’d just fall on their side before getting shot, so I had to make them not have physics until shot!
I added a water gun and shooting mechanic to my game.
Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!
I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!
I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!
A watter bottle that will be given physics code to be shot at!
A Fish Can that will have physics so it can be knocked over with a water gun.
I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side.
I made a raft where my games Tutorial testing Map will be happening on!
BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!
Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!
Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part.
Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation
Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm… thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!
Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!
Trash Bag Asset for Game Environment