Devlog05: Production w3


Third week of production! Are you excited yet? Cause we sure are! The team has been making steady progress and things are coming together quite well.

PROGRAMMING
Bombs Away!

Every supply drop now has a chance of being a bomb instead! Make sure to avoid these or risk getting blown out of the sky! One must wonder what happens if you happen to help your opponents into those dangerous bombs... But of course, you wouldn't do that right?


Particle & Sounds

No you weren't going deaf (at least we hope so), sounds have finally been added together with those bright shiny particles. Try to not look too much at them though or you might crash into a mountain. With these two elements added, the player feedback will be improved drastically immersing you more into this battlefield of the clouds.


Damage States

So you hit your enemy and then you just wonder "Am I actually achieving something?" Well you always were, but now we've made sure you can see your achievement in the form of a big black smoke. With the introduction of damage states, players will finally see tangible progress as they blast their enemies to kingdom come.


ART

Impact Particles

Did you really hit that rock? Did that cannon just fly through that ship?! Is every ship a ghost?! Wonder no more for impact particles are here to save the day! Whenever you hit a rock or a ship, stones and wood burst respectively, bouncing on the environment for that extra little touch. No worries though, the particles won't hurt you if you collide with them. That doesn't mean you can fly into rocks though...

Shooting Particles

We all love shooting cannons, but it lacked some kind of oomph. So our oomph devision were hard at work to deliver the utmost oomph for your oomphiness. Was that too confusing? My bad. Lets just say that we finally got a trail for the cannonballs together with a burst for when the cannon fires.

Shaders

You've probably been thinking "if it's cloudy where are the clouds?!?". Well think no longer for the clouds have finally appeared. Try to not drop your jaws on the floor when you see it. The clouds scale beautifully with no loss of fidelity.

Like previous shaders, the noise is projected on the mesh. URP doesn't support tessellation out of the box, and making a shader only for that didn't seem worth it, so we used highly subdivided models instead. The Sea of Clouds that makes the "floor" of the arena is a plane, while for single clouds we can either use a sphere, duplicate and combine to make different shapes, or just model the shape directly.

Finally a bunch of parameters were added to help us achieve the look we want, they can be smooth, hard, noisy, big, small, fluffy... What, you want to sink in them? Understandable, you can't win the game that way though!


WHAT'S NEXT?

Expect a whole array of various supply drops clearly telling you what is what. Eventually we will also be adding special events such as blizzards and storms so don't wait too long on getting your umbrellas. For any bunny haters out there, have no fear, you will be getting new airships in the future.

Files

CloudyCannonballs-v0.4.zip 34 MB
Mar 29, 2022

Get Cloudy with a Chance of Cannonballs

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