DevLog 1: Research and Prototyping
Introduction
Welcome to our devlog for our upcoming pirate ship battle game! Our team is made up of a talented group of artists, coders, and a sound designer, all working together to bring this high-seas adventure to life. On the artistic side, Carmen and Erik specialize in stylized visuals, while Foeke focuses on the technical aspects of art implementation. Visha and Rina handle coding, ensuring smooth gameplay mechanics and interactions. Lastly, Hugo is crafting an immersive soundscape to enhance the atmosphere of battle.
Our game revolves around intense naval combat, where players fire cannons at each other and powerful boss enemies to earn points and treasure. We are exploring different gameplay structures, including a last-man-standing mode or a three-life system to keep matches engaging and competitive. Strategic ship movement, precise aiming, and tactical positioning will be key elements in securing victory. As we develop, we aim to create a visually striking and mechanically polished experience that captures the thrill of high-stakes pirate battles. Stay tuned for updates as we refine our mechanics, visuals, and overall design!
Player Colours & Distinction
To ensure players can easily differentiate their ships, various color-coding approaches were considered. One idea is to use highly saturated colours on sails while keeping the ship’s hull neutral. Another approach is to colour the entire ship while leaving the sails white, maintaining a consistent visual style. The ocean and background elements are desaturated to create strong contrast, making ships pop against the environment. This distinction is crucial for fast-paced gameplay where players need to identify their ship at a glance. Additional testing will determine which approach provides the best readability and aesthetic balance.




Cannon Projectiles
Several projectile systems for ship cannons were explored, each with different tactical implications. One option is a single, powerful burst shot from the side with high damage but limited firing angles. Another approach is three separate cannons on one side, allowing players to fire strategically based on positioning. Cannons on both sides of the ship offer more flexibility but could make aiming too easy. A weaker front-facing cannon could be introduced as a utility weapon, encouraging precise shots rather than heavy damage. The final choice will depend on how these mechanics affect pacing and player engagement.

Water Rendering
The visual style of the water is crucial for both aesthetics and gameplay readability. Panned textures create the illusion of movement but lack depth and realism. Gerstner wave simulations offer more dynamic motion but require careful optimization to prevent performance issues. A hybrid approach that blends stylization with controlled wave motion is being considered. This method would allow water to remain visually engaging without becoming distracting or too unpredictable. Achieving a balance between realism and gameplay clarity is the primary goal.



A custom water shader is in development to enhance visual depth and realism. The shader incorporates refraction, absorption, and scattering to create the illusion of varying water depth. This helps distinguish shallow areas from deeper ones, providing players with better environmental awareness. Additional effects like dynamic ripples and wave interactions will improve immersion. Optimizations will be necessary to ensure the shader runs smoothly without impacting performance. The goal is to create water that looks visually appealing while maintaining clarity for gameplay.
Ship Proportions
Ship design needs to strike a balance between stylization and functionality. If proportions are too exaggerated, ships may look cartoonish and break immersion. On the other hand, a purely realistic approach could make visual readability more difficult, especially in fast-paced gameplay. The artists will be pursuing a semi-stylized approach, keeping ships recognizable while maintaining a sense of realism. The proportions will also impact hitboxes, movement, and collision detection, requiring careful adjustments. Ensuring that each ship design is distinct while fitting within the overall visual style is a key consideration.

Damage Indicators & Health Bars
Clear feedback on ship damage is essential for player awareness and strategy. A traditional health bar is one option, providing straightforward numerical feedback. Another approach is segmented health indicators, such as hearts or sections that break off as damage is taken. A more immersive solution would involve visual ship damage, such as broken sails or sinking animations. However, too much environmental feedback could obscure gameplay readability. Striking the right balance between immersion and clarity will guide the final design choice.

Gameplay HUD
The HUD should provide essential information without cluttering the screen. Inspiration is taken from games like Smash Bros. and Fortnite, which present health and status indicators clearly. Various layouts are being tested to determine the most readable format. Placement of elements like health, ammo, and special abilities must be intuitive and easy to track mid-battle. A minimalistic design is preferred to avoid distracting players from the action. The goal is to ensure players can access critical information at a glance without overwhelming the screen.




Boss Placement
Boss fights should feel dynamic and engaging, requiring strategic positioning from players. The current idea is to place the boss in the center of the battle area, allowing players to manoeuvre around it freely. This design encourages tactical movement and dodging, as opposed to simply attacking from a distance. Alternative placements, such as bosses appearing from the sides or moving unpredictably, were considered but may create balancing issues. The central placement allows for better visibility and interaction while still leaving room for strategic variety. Testing will determine if this placement leads to the most engaging encounters.

Ghost Shader
A shader effect was created to represent a temporary ghost-like state during respawn. This effect uses Fresnel highlights, animated noise distortion, and fading transparency to create a spectral appearance. The shader transitions smoothly between the ghost state and full materialization upon respawn. This provides a clear visual cue that a player is invulnerable or in a respawn phase. Additional variations, such as colour shifts or subtle particle effects, may be explored to enhance the effect. Ensuring the shader is visually distinct without being distracting is the primary goal.

Buoyancy
A ship’s movement should feel natural while remaining easy to control in a fast-paced setting. One method for simulating buoyancy involves simple visual tricks like panning textures to create the illusion of waves. A more advanced approach uses Gerstner waves to calculate how ships move dynamically in response to water displacement. This would allow ships to rock and respond to the environment realistically. However, full physics-based buoyancy using the Gerstner waves could lead to unwanted randomness and control issues. A balance between realism and playability is necessary to maintain smooth, responsive ship movement. Carmen made an attempt at a Maya animation of a simple boat prototype and Rina went into the physics based programming that is explained in the following paragraph.
Wave Simulation with Code
A scripted wave system is being developed as an alternative to purely physics-based water movement. This system allows for more controlled movement, ensuring ships interact with waves in a predictable yet natural way. Variables such as wind, water currents, and ship mass can be adjusted dynamically. The goal is to maintain an engaging water simulation without sacrificing gameplay stability. This approach prevents ships from reacting too unpredictably to waves while still providing a sense of realism. Additional refinements will be made based on playtesting feedback.
Turn Rate
Visha took the time to prototype some quick examples of manoeuvring that accounts the turn rate for a ship. Turning speed greatly affects how a ship feels to control and how combat plays out. Ships should not rotate instantly, as this would feel unnatural and eliminate the need for strategic positioning. Instead, a gradual turn rate ensures players must plan their movements carefully. The ideal rotation speed will be fine-tuned through playtesting to balance responsiveness with realism. Too fast of a turn rate could make dodging attacks too easy, while too slow could make manoeuvring feel frustrating. Adjustments will be made based on how players interact with the system during gameplay tests.
Velocity Change
A ship’s movement should have a sense of weight and momentum rather than feeling too arcade-like. Instead of instantly stopping or changing direction, acceleration and deceleration should feel smooth and natural. Visha attempted at achieving this by modifying velocity over time rather than directly setting positions. Implementing a system where ships gradually build up speed or lose momentum when turning will add depth to navigation. Players will need to anticipate their movements, making positioning a key part of gameplay. Testing will help determine the ideal balance between fluidity and responsiveness.
Camera System
The camera system plays a crucial role in how players perceive the action and navigate the battlefield. A fixed camera is currently planned, but its exact positioning will be refined based on gameplay needs. The goal is to provide a clear view of the player’s ship while also showing enough of the surrounding environment for strategic awareness. The camera angle should not be too restrictive, as ship movement requires a sense of space and direction. Some considerations include adjusting zoom levels based on movement speed or dynamically shifting the view during key moments. Ensuring that all players have a fair and balanced view of the action is a top priority.
Sonic Moodboards
Two separate audio moodboards were created to define the game’s sound design. The first moodboard focuses on menu and ambient sounds, incorporating nautical effects like seagulls, creaking wood, and distant waves. This helps establish the game’s setting before players even enter gameplay. The second moodboard is centered on in-game sounds, featuring a mix of dynamic music and environmental effects. Combat sounds, such as cannon fire and water splashes, are emphasized to enhance player feedback. Ensuring that the audio remains immersive without overwhelming other gameplay elements is a key consideration.
Get [Group05]FullBroadside
[Group05]FullBroadside
Status | In development |
Authors | RaniNagels, ViktorVermeire, ErikSchremser, CarmenLysakova, Hugo Rejas Pinelo, foekeb |
Genre | Action |
Tags | party-game |
Leave a comment
Log in with itch.io to leave a comment.