This week, after putting the caustics back on my water surface, which I also tweaked a bit. I converted the starting area into a subscene, added some details, and moved a few trees around to highlight certain collectible objects in the scene.
I also finished the retopology of my character, this time using two different generations from the latest version of Meshy, which, I have to say, now produces top-level generation!
The integration isn’t perfect, there’s an issue with the vertex weights because of the costume cut at the shoulders, which makes the animation less smooth.
On the other hand, I’m super happy with the face rendering. After remeshing, I did a light sculpting pass (only with the mouse—I was too lazy to get out my big graphics tablet). I also corrected the texture. The details are impressive for an AI-generated model, even if, of course, a 3D artist could have done better.
I still need to clean up the body texture, but I’m too lazy to do that this week.
I also added a small intermediate area between the starting point and the bar: a little dock with a fisherman.
For this area, I also created a few props using Meshy.
I implemented a Clue system to track discoveries and certain player events—for example, at the beginning of the game where it asks you to find your bag and journal before you can leave the starting area. I’ll also need these Clues to add conditions to the dialogues. If I didn’t stop myself, I’d keep working, but it’s Friday night, almost one in the morning, so I’ll leave it here.
Find the game here: https://goblin-games-fr.itch.io/navy-island-confidential
I’ve also opened a Discord: https://discord.gg/Q3prrMMf
Gameplay video: https://www.youtube.com/@goblingames-r2d