Project B is currently in development, so information is subject to change.
"A co-op Submarineunderwater exploration game about getting to the bottom of an alien ocean. Work together to operate and discover the secrets of Europa's ocean." 
Through group effort, we strive to make the best game possible while learning from any mistakes we may make along the way. However, as project lead, it's my job to ensure that we remain consistent with our vision and create a game within a realistic timeframe. As such, this project has challenged me in new ways, as I learned to direct and clearly define my ideas to different team members. This includes giving feedback on Submarine designs to refine them into a more polished state. Working with our fantastic concept artist to ensure the ecosystem/world of Project B is consistent and beautiful in its own unique alien way, reviewing the code of our team's programmers, and ensuring that tools are scalable, usable, and adequately documented for further use by other team members.
One of the most recent technical hurdles I've needed to overcome is the implementation of the Submarine's Sonar. The player needs this Sonar to help identify nearby resources, friends, or potential foes. My approach to implementing the Sonar was methodical. I started off by using pure debug tools to achieve what I wanted before going in and adding the final graphical overhaul. 

A gif showcasing an early submarine block out and the 3d sonar component.

Updates on the project are given every Saturday on Twitter/Bluesky, both under the user handle @Stickguy101. When a Demo/Steam Store page is available, it will be viewable below!
Back to Top