Building a ship mechanics
[p][/p][previewyoutube][/previewyoutube][p]Ahoy![/p][p]Don't pay attention to the interface — it's just an early mock-up so I can work on the core logic.[/p][p]I've long wanted to make it so that in the game, you could build not just your own ship with some customizable parts, but actually shape the hull itself — and have that affect gameplay.[/p][p]From physics, I remember that a drop has one of the best shapes in terms of aerodynamics. But not just a drop (a small water sphere), rather a falling drop — that's a very different shape. Also, I loved reading books about explorers as a kid, and one idea really stuck with me: the design used in Fram, the ship of Nansen. It was more round — almost oval — so when ice pressed against it, it wouldn't crush the ship, but instead push it upward.[/p][p]So I've been thinking a lot about how I could make a system where a single 3D model could have a customizable shape. In the end, I came up with a formula that simulates the curve of the hull from bow to stern. For now, I’ve exposed just two parameters in the interface: the main width of the ship, and the width of the stern.[/p][p]At this stage, the shape of the ship directly affects its speed, maneuverability, and capacity. A narrow ship is great for regattas — when you can strip it down, no cannons, no deck, just the bare frame, ribs, and sails (but you'll need to be careful when turning — it might capsize). A wider design is better for battles, where having more cannons gives an edge. But that’s just one example — it’s not always that linear.[/p][p][/p]
Big update coming soon to the Steam page — new videos, fresh screenshots, and a revised description. Stay tuned!