Inspiration
We're both fans of the game Sea of Thieves, especially the hectic rush when trying to repair your ship in the heat of the moment. We wanted to replicate something of that feeling by having you franticly examine the ship for damage while time ticks down.
What it does
When you are placed into the game, you have 75 seconds to rush around the ship inspecting specific parts in order to mark down the ship's damage. You are also given a budget, in order to provide some confidence in your answer, as the final damages will be close to (but always under!) the budget.
How we built it
We used Unity along with Plastic source control in order to work on the project together. We used visual studio to write our scripts, and blender in order to model the damaged portions of the ship. We were almost always in a voice call together talking about what each of us were working on, and when to push/pull changes.
Challenges we ran into
When modelling the damaged portions of the ship, often times the deforming of the mesh would cause the textures to warp. We overcame this by using the "boolean" modifier in blender. We also had some trouble using Unity's input system, which resulted us in using both the new and old input systems for ease of use. Building also provided some trouble, but with enough tweaking we got it working.
Accomplishments that we're proud of
Some of the damaged ship parts, specifically the back mast and the hull, we got really creative with, and ended up looking really cool in the final product. The indicators for when you look at the points of interest were one of the first things we worked on, and managed to get working really quickly.
What we learned
We became more familiar with the Unity game engine as a whole, but more specifically aspects such as first person control, UI design, Unity Events system, and Meshes. We also learned more about Unity's new and old input systems.
What's next for Ashore: The Ship Inspection Game
We would love to add more ships with differing parts, with a system where you go as long as you can without getting a game over. We were also wanting to add a points/money system, where successful jobs would allow you to get upgrades in order to make future jobs easier. We would also polish some of the damaged models and textures, as well as adding more sound effects.


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