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Oh My SHIP ! - Devlog Week 03

Oh My SHIP ! - Devlog Week 03

Amir HM
Amir HM
Oh My SHIP! - DevLog · · 1 min read
3,331 0

So my 3rd post so far, not much work in the programming this week, just add the main menu, and level switch from the menu to gameplay and update the missile movement is added to component so the enemy and bullet can use the same component to make similar movements. That's all….

However, I start creating the 3d asset, modeling one enemy ship, I call it RandomShip06 for now. The reason to create one finished model very early is to understand the workflow and how much time to create one asset because there will be a bunch of modeling work in the middle stage of development. I have a bit of experience in 3d so it is not a big problem, but I am concerned about the time. After I create one finished enemy ship the rough average is 4 days of modeling for one ship. But maybe can be faster after I create many models so I can reuse some parts of the models to create a new type of enemy ship based on what the gameplay needs.

This 3d model has about 11k Tris and 3 4k textures:

  • RGB BaseColor
  • Emissive, Roughness, Metalic
  • RGB Normal map

I will switch to 2k if it is too heavy for actual gameplay, and they're still room for polycount optimization. Also, the Niagra effect for the energy ball will be switched to a transparent plane. Here is a gif and video of my modeling process from the initial sketch idea to the in-game:



After this “guinea pig” 3d asset creation, I realize that the art and the game programming are different, and need to switch my mind to work on this separately. I will continue to focus on the gameplay development until having a strong enough foundation before working on the graphics.

Thank you for reading.

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