DevLog 3: Focusing on the main prototype
[Group05]FullBroadside » Devlog
Welcome to the third devlog for Full Broadside, our explosive pirate ship battle game. This week, we focus on integrating all the work so far into our main Prototype. Let’s dive in.

Prototype Integration: Systems at Sea
This week marked a major milestone: merging all our prototype systems into a cohesive build. The camera, combat, and art work harmoniously, creating a playable foundation for Full Broadside. Key integrations:
- Combat Loop Completion: Cannon collisions, movement and damage/respawn systems are fully functional.
- Art Style Lock: Wind Waker-inspired water trails and toon shaders blend seamlessly with the gameplay.

Control Overhaul: Steering into Fun
We scrapped tank controls (rotate + throttle) for directional movement (WASD/thumbstick). Here’s why:
- Problem: Tank controls felt sluggish during fast-paced dodges and repositioning.
- Fix: Ships now move freely in any direction, turning combat into a fluid dance of cannons and sails.
- Bonus: Aiming while maneuvering feels intuitive—no more fighting the controls mid-broadside.
What’s Next? Full Steam Ahead!
Prototyping is done. Now, proper development begins:
Tell us below:
- What boss mechanic would terrify you most?
- Should the Kraken drag ships underwater?
Until next time
– The Full Broadside Crew
Files
FullBroadside-v0.3.zip 473 MB
1 day ago
FullBroadside-v0.4.zip 332 MB
1 day ago
Get [Group05]FullBroadside
[Group05]FullBroadside
Status | In development |
Authors | RaniNagels, ViktorVermeire, ErikSchremser, CarmenLysakova, Hugo Rejas Pinelo, foekeb |
Genre | Action |
Tags | party-game |
More posts
- DevLog 2: More Prototyping and We Have a Name8 days ago
- DevLog 1: Research and Prototyping15 days ago
Leave a comment
Log in with itch.io to leave a comment.