DevLog 3: Focusing on the main prototype


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

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