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Showing posts from April, 2025

Sound, Fixes, and Final Checks in Crimson Sea

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 This week, I’ve started adding sound to Crimson Sea , and it’s already bringing a whole new level of immersion to the game. From ocean waves to cannon blasts, the audio is starting to give life and atmosphere to everything we’ve built so far. It's a big step toward making the world feel complete, and I’m excited to keep layering in effects that match the action, environments, and intensity of naval battles. While adding sound, I also tackled some new bugs that popped up in the naval combat system. These included a few targeting issues and behavior quirks with the enemy ships. After some debugging and tweaking, I was able to get things working more reliably. As always, fixing one thing sometimes reveals another, so I’ve been keeping a close eye on everything to make sure the core combat remains solid and fun. To wrap things up, I did a general review of the project—checking systems, running tests, and making sure everything still runs as expected after the latest changes. It'...

Solving the Weapon Slot Manager & Prefab Mismatch Bug in Unity

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This week in development, I focused on refining our weapon system, particularly through the WeaponSlotManager and WeaponItem configurations. My goal was to allow players to equip and unequip weapons dynamically, including drawing swords from their hip. To do this, I built out ScriptableObjects for weapons that included metadata like attack animations, stamina costs, and most importantly, the modelPrefab — which represents the 3D model that appears in the player’s hand or on their hip. Everything was wired up in the UI and code, but something was still off. While testing, I encountered a frustrating Unity bug: dragging our weapon model into the modelPrefab slot resulted in a “type mismatch” error. The cause wasn’t immediately clear, but it turned out I was trying to assign a mesh from the scene hierarchy rather than a proper prefab from the project folder. Unity only allows prefab GameObject assets to be assigned in ScriptableObjects like WeaponItem . To fix this, I unpacked the mo...

From Chaos to Feedback: A Wild Ride Preparing Crimson Sea for MGC

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  What a week it’s been for Crimson Sea ! We had our vertical slice ready and polished just in time for MGC—everything was working beautifully, from ship controls and dungeon encounters to underwater exploration. But of course, in true game dev fashion, things got wild when I decided to implement the mutiny system and ship battling features just before the event. Let’s just say… the game didn’t take it well. Trying to squeeze those systems in last-minute ended up breaking major parts of the game. Features that were working perfectly started glitching out, and I had to scramble to fix it all on the day of MGC. It was a hectic few hours of debugging and reworking logic, but thankfully, I was able to stabilize the build just in time for people to test it at the event. Once everything was running again, I had several players try out the vertical slice. Their feedback was super helpful—some small bugs popped up that I hadn’t caught before, and I was able to patch them quickly. Despite...

Vertical Slice Ready: Crimson Sea Sets Sail for MGC

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  This week marks a huge milestone for Crimson Sea —our vertical slice is officially complete and ready to showcase at MGC! After weeks of hard work refining animations, polishing mechanics, and fixing every bug we could track down, the game is running smoothly and looking better than ever. Everything from ship controlling to seeing the underwater life and dungeon encounters is functioning as intended, giving players a solid glimpse into the full experience we’re building. This vertical slice represents the core of Crimson Sea : immersive naval controls, dynamic enemies, atmospheric environments, and fluid gameplay systems all working in sync. We’ve made sure every feature included is stable, engaging, and true to the vision of our pirate adventure. Getting it all to this point wasn’t easy, but the result is something we’re truly proud of. With the slice locked in and bug-free, we’re excited to present it at MGC and get feedback from players and fellow developers. It’s a major st...