Pirates' Bane

Virtual CodeDay June 2021 ∙ 
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Defend your naval rig from vile pirates with your expert marksmanship and powerful bow. Sink the imposing pirate ships, commandeer their ships to aid you in battle and dodge their deadly cannon volleys and musket fire

How much experience does your group have? Does the project use anything (art, music, starter kits) you didn't create?

We've participated in a few code jams before for fun. Oscar picked up blender for the first time over several hours, and I played around with various 3d lighting tricks to try and pick up baked lighting for the first time in Unity

We created all the 3d models ourselves and discovered a cool way to do semi-realistic texturing ourselves (take real life photos of dark wood, metal, white cloth, etc. and apply them as a texture onto our 3d assets). We did use some public domain sounds from open-source websites to add to the mood of our game (like the woosh of an in game arrow or water being splashed), since we lacked the time or know-how to manually produce all the sounds we needed. All our code was written during the code jam.

What challenges did you encounter?

For Oscar, it was definitely designing giant pirate ships on Blender since he was new to the software. He ran into several bugs importing the models and materials into Unity. Some shapes like the mast were only one-sided and invisible on the other side. The materials wouldn't initially show up and why that was happening took a long painstaking time to figure out. One cool thing was that I got to teach him how to use Git to streamline his workflow when adding pirate ship assets to a scene.

For me, the bridge rope physics were hard to create at first. I tried using hinge joints which I didn't have much experience with, and read up on their Unity documentation. Ultimately after lots of trial and error, with the bridge numerous times turning into some wack physics thing I felt like pursuing as its own game, I was finally able to get something bouncy like a normal unstable bridge to put on the player's rig.

At some point, I ran into a huge error with static colliders not detecting collisions code wise. After reading through tons of forums and stuff, I slowly learned the different between static, kinematic and non-kinematic but with rigid body colliders, and how unity actually has a collision matrix for certain collider types but not all. Part of the problem was our 3d assets used mesh colliders. That one confusing mixup probably took up 2 hours of brainpower and frustration to figure out, just to keep the game progressing, but we knew stumps like that were inevitable and tried to stay optimistic.
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Raghav