DevLog 04 - Setting Sail: Production in Full Swing!
Week 04
Welcome to our fourth devlog and we have officialy started production! We have divided all the work and made a finished planning for the coming production sprint. Here is a sneak peek at our progress this week!
Art
Concept Art
We’ve made more progress on our player character designs! We’re really excited about our rat-pirate mashup, as the name of our game suggests. Each rat has a distinct personality, which we aim to express clearly to our players through their design.
A base model has also been created, which will be customized to reflect different personalities. This serves as the foundation for the little pirate rat.
Alongside character refinements, important props are also in development. The treasure chest, a key objective in the game, has undergone several design iterations to balance visual appeal and functionality.
Level Blockout
The level is fully blocked out! We settled on having our islands split into layers, connected by wooden planks. We hope this will bring out the competitive spirit in players as they will have to push each other out of the way to claim their treasures! but make sure to get off the islands in time before the thunderous tsunami washes over them, destroying everything in its path, and taking a few coins away in the process.
Code
Prototype Overhaul & Core Systems
We have officially moved past the prototyping phase! This time, we’ve built a solid foundation with proper C++ implementation in Unreal Engine. Our new project fully adheres to Unreal Engine 5's coding standards and naming conventions, ensuring cleaner, more maintainable code.
Boat Movement
Boat movement is now fully implemented! Our system delivers smooth and responsive controls while maintaining the feel of navigating treacherous waters. The movement mechanics account for momentum, turning speed, and player interactions, making boat navigation an essential skill in the game.
Respawn System
We’ve also finalized our respawn system. When players get knocked out by opponents, hazards, or their own recklessness, they will now properly respawn. This keeps the action in the game fast-paced without having long downtimes. This also gives the game a seamless gameplay experience and keeps the competition fierce too!
What's Next?
- Implementing boat disembarking
- A proper inventory system
- Player wacking each other
- Designing more player attributes
- More particles
...
That is all for this week! Stay tuned for more updates as we continue developing PiRat Plunder!
Get PiRat Plunder
PiRat Plunder
Plunder islands and steal other PiRats treasure. Be the pirate you were always meant to be.
Status | In development |
Authors | Mads Kalesse, Natalia Grytczuk, Maritte Kindt, VictorTmns, LiamVandeWouwer, TagniGeudens |
Tags | 3D, party-game, Pirates, PvP |
Languages | English |
More posts
- DevLog 10 - Sails, Shaders, and Polish Galore!2 days ago
- DevLog 09 - Plunder Complete! Full Sail Into Polish9 days ago
- DevLog 08 - Sails, Shovels, and Shaders: Pirate Plunder Gets a Glorious Upgrade!16 days ago
- DevLog 07 - I'm not lost, I'm just exploring uncharted waters!23 days ago
- DevLog 06 - Sailin' through life, one 'arrr!' at a time!30 days ago
- DevLog 05 - Charting New Waters...58 days ago
- DevLog 03 - Wrapping Up Prototypes72 days ago
- DevLog 02 - Refining Mechanics, Art, and Design79 days ago
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