Dredge Developer Blog – Sprint 18
In our Developer Blog Updates we’ll talk about some of the work we’ve completed in the previous two weeks and explain our approaches. Through this you’ll get an understanding of our game development methods and tidbits on the features we’re planning for Dredge!
The big excitement of this sprint was digging our teeth into our next area of Gale Cliffs! We’re just laying everything out at the moment, but it’s a nice change of scene from the last few months we’ve spent in the Marrows. Those cliffs are stable right?
Quite a lot covered by these two words; a whole new area of landmases, extending the ocean terrain, shaders for the new area and foliage models as well.
More player feedback and a bit of a celebration, when you encounter a new species of fish or unlock a new piece of equipment a banner will now display for a few seconds.
Time dependent Fishing Spots
A big part of Dredge is our day/night cycle so we want to make sure players night encounters differs from their “normal” daily toil.
Illuminated Fishing Spots
Related to the above, these special spots might serve you up more than expected…
“Repair All” button
When you have a cargo full of broken pots, nets and a hull with some holes in it you no longer have to individually repair each item, just hit that handy “Repair All” at your local Shipwrights.
Unfortunately there are just not enough buttons on controllers but we don’t have that restriction for our keyboard control scheme, bring on the hotkeys!
- L (Encyclopedia)
- J (Pursuits)
- M (Map)
- Coming soon…
- N (Net)
- C (Cabin)
Ambient Fish Particles
Just a bit of ambient loveliness for the world; fish will freely swim around the ocean.