Ship Interior (Sept 15-19, 2025)
Dev Progress
This week was fixing some earlier mistakes in how I had setup my ship, and then redoing work. Never a fun moment with development, but often really common. As unless it’s a feature you’ve done before, you aren’t often sure how it should be done in the first place. Rather than agonize about how to do it perfectly, it’s often best to just drive forward get something ‘working’ and then redo the work when/if you notice problems.
In this case I needed to be separating different portions of my ‘ship’ into different images/layers for better workflow (exterior / interior / maze, and redoing animation setups.
Exterior portion of the ship.
Interior Portion of ship and maze with bone debugging UI on.
The exterior and interior now share bones. I also needed to modify the bone structure to have additional control on how I animate the ship.
Maze Prototype
I removed my blocky inside placeholders and put a maze prototype with physics, and changes the player controller. Also put a super simple player model in.
Takeaway
The maze was just randomly generated and doesn’t make any sense from a gameplay perspective, but for me helps illustrate what I’m going for. It also gets me a bit excited… as I really like the idea of having certain bad guys perhaps attach to the ship when attacking… and requiring you to unmount and do something inside the ship to get them to detach.
Still need to figure out what the right sizes/views and looks are. As right now things don’t really look like they go together. I’m going to hold off on diving into that part yet though, and spend more time getting the gameplay elements up. I have some basic shooting with one of the guns. Next week going to replicate that to all 4 and start working on an enemy that I can shoot.