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Crush Depth: U-Boat Simulator
Asid:
Check out how the radio exhibit Telefunken short wave receiver E437S and Enigma machine is coming along!
This is early ALPHA footage!!
Asid:
Crush Depth
14Feb 2021
Version: 0.23.20 has been uploaded to itch.io alpha branch and to steam.
Patch Notes:
• Fixed inventory in sandbox (can now spawn bino/chrono again)
• Telefunken networking - power
• tuning,volume all networked
• Increased networking stability - session wait for complete level bootstrapping before starting ownership assignments
• Fixed UMA character (in museum
• you character avatar will now be the one you created)
• New Unity input module to enable future controller support
• A lot of under-the-hood refactoring renaming UBoatSim to CrushDepth in code
• Telefunken radio station update including deterministic playback
• Pause menu lock control bug fixes
• Updated museum text / colors
Asid:
Video update: February 2021.
Wed, 3 March 2021
Hi everyone,
In this short video update, we'll be covering some of the work we've done in February. It's much too much to cover everything we did in these short videos, so we've picked a couple of highlights instead. I hope you enjoy it.
Let us know what you think! We're always interested in your feedback. Feel free to reach out to us here on Steam, on Discord, or through our website at http://www.crushdepthgame.com
Asid:
Update on development
03 March 2021
Jammosito
Two things that really set this project apart from any other title in the genre (or any other game for that matter) is that we're building a world-scale simulation. Our world is not only huge (as in, the same size as the actual planet we live on), but everything in an on that world is also simulated at a very high level of fidelity. Apart from that, we also want the game to look gorgeous as well.
This can be very, very heavy on a single machine. In fact, anyone not able to hit 60 frames per second on their machine at this moment is experiencing degraded physics and simulation accuracy leading to a lower quality experience than what everyone should enjoy. To address this and make this scalable to thousands of players at the same time, which is indeed what we are aiming for, we've introduced a core architecture component to offload simulation, physics, and AI to dedicated nodes that run on the MMO grid.
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This means that regardless of your PC capabilities, you will participate in and enjoy an industrial level of simulation. The only requirement here is an internet connection capable of streaming this data. If you are here, you most likely have the internet connection which is sufficient to handle that data load. In short, when you spawn you boat and turn a valve, fire a gun, flood a tank, turn on a light, - whatever - the multi-thousand FPS simulation loops will actually occur on the dedicated simulation nodes. Your PC will merely receive the results of that simulation and bypass having to crunch out an almost nauseating amount of calculations itself.
What you can access now through the project, the MMO World, is not only the first, but also one of the biggest steps towards getting us where we want to be: to that world scale simulation. It's not the easiest thing to do under normal circumstances, let alone on a fully spherical world which involves all sorts of fun maths as well. Over the next few weeks the plan is to get all of this synchronized and into the game engine, so we can start adding life to it indeed. I cannot stress enough what a huge step this is for the project: I hope you all like it! vb
Asid:
Crush Depth: U-Boat Simulator Spherical World Demo
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