ExpeditionZ – Tech Demo Update 5

We have been working on the tech demo for about ten weeks now. The Slashware forums are now up again after many years! please head >>> there  <<< to discuss this update or anything about the game.

We added a 3D scene for James Cook’ campaign cutscene, including dynamic lighting. The script for this first cutscene was designed and the images that will be rendered on the scrolled are being produced.

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We also have a new title screen, with art made by Jaime Robles. We were considering doing a 3D title screen instead but I’m kind of liking how it looks.

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For the campaign selection view, we created a component to generate portraits, and integrated it with our first pack of art for portraits. We plan to expand upon it adding more variety. We also added tooltips for several components on this screen, including the crew members, the ship and its equipment. Finally, we also added special portraits for the expedition leaders and tweaked the layout.

Campaign Selection Screen

We worked on different things for the exploration view, one first thing we added is a very simple simulation of the wind direction, it changes randomly and affects the speed of the ship, this means you have to adjust your course in order to make the best use of the wind (sailing against the wind is difficult!)

We also added music tracks for the title, cutscene, and world (based on current weather). We are currently using the tracks from the original Expedition project.

Looking forward to having a playable campaign, we loaded a new map covering the journey from Plymouth to Rio de Janeiro, we also experimented with tree billboards for the forest sections of the world and made it so that cities can be loaded from a list which we will further expand in the future.

We added commands to allow the player to change time compression, in order to make long event-less voyages bearable. In the future, it’s going to pause automatically whenever something interesting happens.

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We worked further in the Storm’s View, doing several graphical tweaks and enhancing the integration with the buoyancy script. We also added a simple model for ship damage based on the difference between the ship’s heading and wind direction.

The game now displays the integrity of different parts of the ship and shows a ship sunk event when hull integrity reaches 0 (Game over!)

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