[WIP] Undertow Island

ARRR, ye scallywags! Undertow Island be my first real creation in Unity worth mention and it be a pirate-themed multiplayer FPS where ye be modern pirates stranded on a fabled pirate cache after a squall. There be pirate treasure, weapons from all the ages of pirates and guerillas in the Caribbean, and a bit of voodoo magick to aid ye in yer quest to discover the island’s secrets!

There’s still a lot of work left to do with the environment, as these are the only 2 areas that are really ready for consumption. The top image is the beginning of a series of waterfalls nestled deep in the island’s jungle. The second image is an ancient Voodoo temple. I’ve got an inventory system prototyped, some very cool pirate weapons, and the beginnings of an underwater coral reef which will be home to sunken treasure, unique weapons, and dangerous sea life!

The game will also feature a trap system. Players will be able to both use existing traps they can find in the real world, like claymore mines, craft traps from the environment, like deadfalls, and even use the environment itself against their opponents. There will be an ancient pirate city, underground cave systems, and modern guerilla camps to explore, loot, and conquer!

Combat includes melee, both unarmed and swordplay, relatively plentiful guns from the Age of Sail (muskets, flintlock pistols, blunderbuss), and extremely rare guns from more modern guerilla camps.

The weapons and most of the animations are in place. My goal now is to finish building out the world, tighten up performance, and release an alpha. Any suggestions on increasing performance would be appreciated. My dense trees in the jungle and swamp seem to really kill framerates and I’d rather not have to get rid of too much of that. Would Unity Pro’s LOD help with that?

Thanks for reading! Let me know what you guys think of the concept!

Hey man, lovely level design!! Also i like the concept but to me the pirate (if going for swash buckling pirates doesnt seem to fit with what i am looking at in the pictures) Do you have any character designs to put up? The trap system is cool, also put some pictures of the weapons up would be cool to see! :smile: Again awesome level design!!

The pirate theme will become more apparent with the pirate structures I have planned and more of the environment detail. Currently, the only character design I have is the closest piratey-looking design from Autodesk Character Creator. Unfortunately, I’m more of a programmer than an artist. While most of the code is done, the art is taking me considerably more time. I’m working on those piratey buildings right now, but I feel like they will likely be placeholders for better art to come in the future if I’m ever able to afford artists or I gain the skills to make better art myself.

Here’s a couple images of the pirate weapons

that is cool man!! you are pretty good at the art!! looking forward to seeing updates :slight_smile:

I hate to diminish myself, but I’ll have to be honest… I bought those off the asset store :slight_smile: However, my implementation of them will be lots of fun!

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Alright, a month and a half later and I feel like I’ve got some significant progress to show on my baby :slight_smile: She’s definitely become more piratey and will become even more piratey yet, but here’s what I’ve got so far.


Captain’s Cove, a place known to be where pirate captains come to do pirate captain business. Ignore the ugly water in the background, there… and proceed to the next pic!


This will be one of the starting locations for players. I’ve completely reconsidered my original thoughts on how the game will play. It will now be a team based game of at least two factions, probably 3, fighting over control of this island’s rich resources. This city will be the starting area for one of those factions.

I have a couple more screens, but they look like garbage since they were taken before I really got the shadows right. I’ll be posting more screens, though, as progress continues on Undertow Island.

It’s also now a strictly Age of Sail-era game. There will be no modern weapons, only muskets, blunderbuss, flintlock pistols, and swords!

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It seems a little overly saturated (over lit), but overall nice application. May want to adjust the lights a little though.

Yeah, I’ve definitely got more work to do on the lighting, but I’ll take care of that in the polishing stage. I’m really just getting the base environment down for now.

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This looks really cool! A pirate FPS? Sounds sweet!

Yeah the shadows should be darker, but I like how much brighter it is overall compared to the original shots. Definitely make sure to preserve that Caribbean feel! :sunglasses:

The shadows will be better in time. I’ll do a lightmapping pass before I post more screens.