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This is awesome. But can you tell us what pc specs are needed to run this when released? Will there be a non-steam version and also a low end version for those who have older windows pc's?
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Welcome back!
Sulikate!:Kaleun_Salute:...after a 2year 'silent run'!:up:
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Thanks! I am quite keen on having it perform well, so it should be playable on older PC's. I will test it on older PC's and see how it runs at the moment. I havn't decided yet how to sell the game, but I am leaning towards Steam. It's also possible that I will also sell it on my own page. |
Yes, my friends and cohorts prefer a non-steam purchase too. As for low end, I use a vista windows 7 pc. Hoping it can work on that as well.
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Nice work; I would really like to have a scenario involving HMS Glorious! Maybe with options to have Glorious handled more effectively than she really was, or with a whole flight of Swordfish ready. Would make for interesting outcomes. :up: Beautiful terrain and vessel models BTW.
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Hey!
The last few weeks I've spent more time on the map, which now also lets you control your friendly ships and give them basic orders. Now I have also started to work on a more advanced AI grouping/convoy system. It is looking quite promising! In the screenshots you can see a 24 ships that are spawned in, and after a button press I force them to organize themselfs into a convoy. Starts out as chaos, but after a while they manage to line up nicely. (Map image is a gif, probably click it to play if it doesn't autoplay...) https://cdn.discordapp.com/attachmen...789/mapWPs.gif https://cdn.discordapp.com/attachmen...90553/con1.pnghttps://cdn.discordapp.com/attachmen...16755/con2.pnghttps://cdn.discordapp.com/attachmen...06394/con3.pnghttps://cdn.discordapp.com/attachmen...52276/con6.png |
Work on the AI is starting to pay off! To test the AI properly I had to build a new scenario setup screen to quickly be able to battle groups against eachother. Now it's quite fun to watch the AI fight.
https://cdn.discordapp.com/attachmen...0113034/11.png Here I had a group of Hippers find a big convoy, which was overwhelmingly escorted. https://cdn.discordapp.com/attachmen...39535154/1.pnghttps://cdn.discordapp.com/attachmen...00896277/2.pnghttps://cdn.discordapp.com/attachmen...53226065/3.pnghttps://cdn.discordapp.com/attachmen...76191649/4.png The Hippers were quickly encircled by the Brittish force. https://cdn.discordapp.com/attachmen...71083796/5.pnghttps://cdn.discordapp.com/attachmen...8918148/6b.pnghttps://cdn.discordapp.com/attachmen...83023164/7.pnghttps://cdn.discordapp.com/attachmen...22267668/9.pnghttps://cdn.discordapp.com/attachmen...3983882/10.png |
Thanks for the update! It's great to see new features coming to life :arrgh!:
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Hey everyone!
Finally time for a little update. I have been hard at work with the ai and various controlls for the ship. More importantly I've reached some big milestones regarding time compression, handling abstractions of ai ships and a custom mission editor. The time compression allows for having missions set over large distances, large distances means many ships needs to be simulated. That's why I have implemented a way to simulate ships far away in an abstract manner, cheaply, so that I can have hundreds of ships travelling the Atlantic. With this done, I could start on my mission editor. And you can see I've been busy playing with it. And here's a long gameplay video for y'all: https://www.youtube.com/watch?v=4aM4ZvZUhGY Cheers! |
Looking good! I'm paying full attention. Keep us posted.
:Kaleun_Salute: |
Here is a few small clips I cutted together from August play tests.
https://youtu.be/kVNUSHRLJ5w?si=iuzHkANadeVe4M0y |
its all looking good! i need to get back on to supportign the patreon when i doing a bit better financially
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i just saw the controversy with unity - that they want to start charging developers per every install of games with unity engine - seems ridiculous as an idea and would make indie game dev with unity impossible - you might want to keep you old engine there as a back up if unity actually goes down this path
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Hey Mitch!
I hope all is well! Yeah, this new Unity pricing plan looks crazy. Luckily so far it won't affect me, since i would have to sell atleast 200.000 copies the first year. Which I guess is rather optimistic for such a niche game. And when I would reach 200.000 installs, I would have to still be earning $200.000 the last 12 months for it to take affect. So, I am not worried, but I do feel that it's a brutal change for those that it does affect... |
Due to the incredible uproar caused by their unmitigated treachery, Unity has walked back some, but not all, of their ill-advised new pricing scheme.
Unity Walks Back New Engine Pricing After Protests Unfortunately for Unity, they have lost the trust of the developer community despite semi-repenting. Many developers have sworn to never use the engine again, and a number of popular Unity titles are being urgently converted to different engines. Unity has shot itself in the foot. Lawsuits are probably coming. :Kaleun_Salute: |
Hi everyone!
During early autumn I decided to tackle my old system for terrain generation which was rather slow and low resolution. Instead of using Unitys built in terrains for rendering my heightdata I am now generating custom meshes where I much easier can add some procedural noice to increase the terrain detail as well as higher resolution procedural textures. The visuals, like the shader and textures still needs some love... And also some variations in the different climate zones would be needed. I also took the chance to develop a tree generation system for the new terrain. It's all very fast and you can travel without any hickups at high time compression from Norway through the English channel down to Morocco. With the new terrain generator in place, it's time to move on the another big project; getting the secondary guns working. First step was to improve the models. This is the SK C/28 guns in C/34 twin turrets. There was four of this twin turrets and four in single turrets. This type of turret was developed from a cruiser turret, and for economic reasons they used the back plates from the old turrets. Problem was that the new type of turret had different layout, so the door hatch in the back plate couldn't be used. :k_confused: So they bolted it shut, placed a ladder on top of it and let the crew enter via the emergency roof hatch instead! Cheers! https://i.imgur.com/3YCicy6.png https://cdn.discordapp.com/attachmen...96a21f601384c& https://cdn.discordapp.com/attachmen...ef5dd8aeb434b& https://cdn.discordapp.com/attachmen...e86bd741971e6& https://cdn.discordapp.com/attachmen...a586e04fdf078& |
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Hey!
I am working on improving damage systems and handling flooding and fires on the ship. Nothing to really show off there yet. On the more visual side of things I am working on searchlights and star shells, as well as updating the weather system. https://youtu.be/hWYb8wCjz1A?si=_Z4R9a-sURWr8Uws Cheers! https://cdn.discordapp.com/attachmen...818fc7e42d353&https://cdn.discordapp.com/attachmen...39f61c4f3d80a& |
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