Greetings, Nomads!
We're thrilled to share some exciting progress on ship weapons in Voids Adrift. Ship cannons and turrets will be essential for combat, and we're designing them in various tiers to match different gameplay styles.
Early Blender Renders
Concept Deckside Cannons:
Below, you’ll find some of our early concept renders for deckside cannons. These are just a few of the designs we’ve been working on. Currently, we have over 21 different cannons and ship turrets, including several styles of harpoon weapons.
Textured Cannons:
Here are some examples of our textured cannons. The design, color, and shape of these cannons will vary based on the materials you use, ensuring a diverse and customizable combat experience.
Weapon Decay and Scrap System
Scrap Weapons:
We’re also developing a system for how weapons degrade over time. Weapons removed from ships, if left unattended, will eventually degrade into non-movable scrap. Players will be able to harvest these scrap materials for crafting and repairs.
Battle Damage:
Weapons damaged in combat will retain their battle scars even after being repaired, unless you replace them at a shipyard. This will add a layer of authenticity and storytelling to your ship’s journey.
In-Engine Optimizations
We’ve been hard at work optimising our models to ensure smooth gameplay. Here’s a quick overview:
Optimization Process:
- Initial Models: Below is an example of a model straight out of Blender, originally around 15K polygons.
- Optimised Models: After optimization, we reduce the model to about 6K polygons without sacrificing much detail.
- Level of Detail (LOD) Profiles: Each model then gets LOD profiles, reducing the polygons further as the camera moves away. This process can bring the model down to less than 3K polygons. At this distance, the cannon will still be recognizable, but the game won’t need to render all the finer details, leading to faster rendering and smoother gameplay.
Rigging and Playtesting
Rigging for Gameplay:
We’re currently rigging all weapons for in-game testing. Once this is complete, these weapons will be playable, integrated with our modular component system. This modular approach will allow us to introduce new weapons regularly without requiring full game updates.
Join the Conversation
We value your feedback and ideas! If you’d like to get involved or share your thoughts, join our Discord community. We're always eager to hear from you and incorporate your suggestions into the game.
Thanks for following our development journey, and stay tuned for more updates!
See you in the skies, Nomads!