C.W.I.S Devlog #6 | WATER!

Welcome to C.W.I.S, a tactical shooter where you controls the weapons systems of a destroyer that was constantly under missile attack. Previously the devlog for this game have been in a video format on my personal YouTube channel. If you want to see these early devlogs they can be viewed below:

I have since made a blog post for each with a little text and the video that came out with that devlog. I also transferred the Project Tilly devlogs from IndieDB to here as well so there is just a lot more content on the blog to give it some footprint on the site, so feel free to check those out as I do play to go back to that project in the future.

What’s new!

Water shader

By far one of the worst bits of the last few months has been choosing a good water shader. Now I’m no artist so I couldn’t make my own & I have 0 budget so I couldn’t just buy one. So I had to go off the free options on the asset store & GitHub to find something to use for this project. While a lot of the shaders would be great of other games where the player is at the level or more or less the level of the water. However in a top-down view there is the common problem with the tiling texture or effects with the shaders that the user can easily notice.

After trying upwards of 50 shaders and/or effects I finally decided to stick with one of the more customisable, that being the stylized water for URP:

https://assetstore.unity.com/packages/vfx/shaders/stylized-water-for-urp-162025

https://carter.games/wp-content/uploads/2022/09/image-6.png

A screenshot of the arcade scene in C.W.I.S with the new water shader

The shader still isn’t perfect and I would certainly prefer a more random tiling one, but it is better than the old shader I used in the jam version of the game which was much worse than this option in my opinion.

Missile Launchers

I’ve spent a fair bit of time on these launchers and still have more time to spend on them before they are completely working as intended. I did however spend a fair bit of time getting them up to scratch with fixed to the actual prefabs so they can be correctly reset when reaching their target.

Previously the missiles would throw an error on their reset due to a coroutine still running on them when the object is disabled. The routine was the one that managed the missiles pathing lifetime and would not quite reach the end due to the physics collision detecting the hit between both the player missile & the incoming missile.

On top of this I’ve added the actual launch sequence of the missile so when you fire a missile it takes a little longer to get into the air. This is done by having the hatch of the missile tube actually open before the missile fires. Once it has opened an event fires that tells the missile to spawn as it did beforehand so the rest is just as it was before. Though I did fix an issue where only 3-4 tubes were been used to launch missiles due to a little mistake on my part with a boolean value not updating correctly.

Below is a little video of the new launcher in action:

No more five-inch gun?

For the purposes of the arcade build I’ve decided to turn off the five-inch gun as its usage is not needed in the basic missile defence scenario. All the code is still there and all, its just had its script disabled in the scene so the player can’t select it when playing. Instead the player start on the forward C.I.W.S instead which is more practical. Down the line the five inch or the main gun would be used to target surface target at a defined range which will have more use in the campaign, missions or PVP/PVE combat.

Supply Drops

In the arcade build supply drops where just crates that came by every now and then, when they hit the mid point of the ship you would get some ammo and a chance to get some health back. I do plan to add a ship health regen setup to the game, but it won’t be through supply crates. Its more likely the ship will heal over time if its not been hit for x amount of seconds with some UI to help indicate the change of state. The new setup has you calling in a supply drop via the communications array which starts a timer in the top left. When that timer completes a supply drop drops down onto the heli-pad section of the ship and when it reaches the ship the user gets ammo for their weapons systems at random amounts.

The visuals for this still needs a little work as they are currently just primitives and it shows. So more on that soon. I’m also considering possibly adding a few upgrades to the communications array to speed up the time it takes for a drop to arrive & the quantity of the ammo provided. But these are yet to be implemented.

Controls Menu

Another minor change since the last update is a new panel & button in the game menu showing the controls for the game. There is controller support planned as its super easy to add that in the future, but that’ll be after the arcade build. These controls are also shown on the pause menu of the game for convivence.

Closing notes

That wraps up this devlog/update, these written logs will be the main form of updates from here on out instead of videos. Its a lot quicker for me to type stuff out as the videos took almost a day and a half to make so its a much better use of my time. The next written log will be around a month from now or sooner if there is a lot to show off. Feel free to comment below this post if you have an questions or feedback to give and I’ll speak to y’all again soon!

C.W.I.S Project Update

So this would be the day for the next monthly devlog, but I’m a bit behind with things this month with some life stuff taking about half of the month and then not getting as much done as I would like in the other half.

Due to this I’ve decided to hold off on the next video until I’m happy with the progress I’ve made to show it off. To fill the void left by this I’m showing off the new menu layout seen above. The old one can be seen below for comparison:

old_menu.png

With the new layout I’ve also updated the radar art drastically as the old art I have was a bit low res as it was originally for the in-game radar only. But now it’s in the menu it needed to be a better quality.

Also during this last month, the logo for the brand “Carter Games” has been updated after like 2-3 years of the old logo xD, you can see the difference below. I’m pretty proud of how the logo turned out given I have like no photoshop or graphic design skills what so ever:

new_branding.png

If you’re unsure what’s going on in the logo, it’s a cart-wheel mixed with a controller xD

C.W.I.S Devlog #5 | Leaderboards & Build?

Welcome back to C.W.I.S, now with leaderboard, scoring & less bugs… well possibly the same amount of bugs, just in different places xD

What’s New!

  • A new blur panel setup to better focus the user on the foreground elements.
  • A working reload system for the main gun & missile launchers!
  • An improved upgrades panel setup, with upgrade costs & lockable upgrades.
  • A scoring system & local leaderboard using the Carter Games Leaderboard Manager asset, with a few adjustments.
  • Early build mostly working minus a few bugs, aiming for public build by September xD

The Video

Admittedly not a good at some of the others this time around, but I’m still new to this whole YT thing, so hopefully I’ll get it right next month xD

None the less here is it!

C.W.I.S Devlog #4 | More Firepower!

Welcome back to C.W.I.S, now with even more weapons.

Recently the project got somewhat featured on gamejolt which really made my day, thank you!

This video was sadly delayed by a week due to just not being able to record the video & not quite having enough stuff working to show.

Whats New!

  • A WAY better missile launcher that I’m really proud of where is shoot missiles in a somewhat realistic spline curve, instead of the old straight line which was really dull. I also fixed the trail effects so there is actual smoke behind the missiles being launched.
  • A main gun, with a clip style ammo reloading pool, this will eventually be used against target & other ships as and when I get to that stage.
  • Functioning upgrades, where you can now actually upgrade you weapons using upgrade points to choose from an even better selection of upgrades. Currently only on the CIWS turret but coming to the rest for the next devlog.
  • Detection lines, see where missiles are coming from on-screen. This will be an upgrade for the radar as and when it is implemented.
  • Fixed a few of the really bad bugs. Still got a load to fix but its a start xD

Next Video

I’m aiming to have the next devlog out around 3-4 weeks from this video going live. So around the start of August you can expect the next update. As always feel free to comment ideas, suggestions, feedback etc. I’m happy to any and all thoughts on the project and where it should go.

The Video

C.W.I.S Devlog #3 | Upgrades & A Whole Load Of Bugs

Welcome back to another devlog on C.W.I.S, In this devlog I go over the new weapon upgrades system progress, some menu work, an improved ship health/hitbox system and the early setup of the radar on the ship.

Its been a busy few weeks so I didn’t manage to get as much done as I would’ve liked, but the next few weeks look much clearer so I should be able to get a lot more done. Since making the video I have already started on the remaining weapons for the game including a main gun & player missiles. So lots more to coming in future devlogs!

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.