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Crush Depth: U-Boat Simulator
Asid:
Regular update #63.
Thu, November 25, 2021
Hello everyone!
It has been a while since we did an update on our project, my apologies for that. It would be rather dishonest of me to say that everything is going exactly the way we want it to go. Our Patrons and those of you who already own a copy have been informed of this in more detail through our Discord. Should you be a Patron yourself and/or have purchased a copy through Steam, itch.io, or our own website, make sure to send me a DM and I'll make sure you get access to the channels where you can read all about it. It is a rather specific, technical issue and we don't believe it is in the best interest to disclose too much information about it at this stage. I do hope that over the course of the next couple of weeks, I will be at liberty to speak more freely about it in public.
Work on game-play ideation and the U-Boat itself is progressing quite nicely. We have been working on the clothing to get an accurate and also rather beautiful set of clothing for our player character. Not quite there yet, but we expect this to be finished somewhere in the next week.
Part of rethinking and redesigning some of our game-play ideas has led us to redesign our port area as well. Our first iteration felt rather 'empty', in the sense that there was little or no interaction between the vessels, no navigational challenges, etc. Another problem we encountered is that our port didn't allow for a combination of rather large vessels (such as our training ship), rather small vessels (such as the Italian motorboat), and everything in between (such as the U-Boat itself). We have therefore opted to redesign the port area in a way that does allow this, as well as creating natural pathways which should lead to more player interaction. If you have any questions about this, feel free to send me a DM. (edited)
Since this is about a one square kilometer area, it took quite some work as well texturing it and setting those textures up in a way that they both look good, and don't tank the performance.
More merchant ships are on the way as well. We've devised somewhat of a new methodology of creating these vessels, which should make it out to crank one out in a couple of days, tops. We're going to need a lot of these, of course, as it is rather uninteresting to encounter the same kind of ship over and over again. The model you see below here is not quite finished yet, but shouldn't take much longer. Once it's done (I expect in the next day or two), I'll put up some screens of the final product.
That's it for now! Thank you very much for your continued support and see you soon!
Asid:
0.27.7
Thu, December 16, 2021
Enhanced network synchronization.
Fixed player usable item bugs.
Asid:
0.27.13
Tue, December 21, 2021
Significant performance enhancements when inside of the U-Boat in the MMO. Logging monitor w user warning when errors detected.
Asid:
Regular update #65.
Fri, 24 December 2021
Hi everyone!
First of all, happy holidays to you, your loved ones, and all the best to you in 2022! Thank you for following our project this year and we hope you see you again on the other side of the festivities again!
The technical track.
As you might have noticed in the patch notes and this channel as well, a lot of work has been put in lately in optimizing the project, working on the netcode, and installing our new server as well. We still have a couple of fires to put out, but we expect to shift our focus more towards implementing some new and hopefully enjoyable game-play futures in the upcoming weeks. A lot of assets have been prepared over the last couple of weeks. One such group of items that took quite a bit of effort indeed is our upcoming firing system.
Firing system, part two.
In the last update, we already showcased a couple of models. I'm happy to let you know that they've almost all been textured and moved inside our project. It'll be a bit longer before you can get your hands on them as well, as we're still working on optimizing the U-Boat itself and preparing it for DenseLOD. For those of you who are unfamiliar with DenseLOD, check the previous update. Building it is a massive undertaking indeed, but an absolute game-changer in terms of what we'll be able to do.
Here are a couple of renders of what some of the equipment of the rather complex firing system will look like. How you will have to use them to get your torpedoes on target is something we'll be covering in-depth in the project itself through interactive tutorials, training missions, and the like.
Ship models.
Another thing we really want to have in this project is a lively, diverse, densely populated world. One of my personal annoyances with almost every submarine simulator is that the amount of ships you encounter (in terms of how many different ships there are) is rather limited. Our workflow has been optimized to the extent that creating a merchant ship from scratch to a fully textured model with very basic functionality (it can float and move) takes about 1-2 days. Our latest creation is this here trawler.
(The last picture in the series to get a bit of a better idea of what these kinds of ships will look like in-game from a normal distance).
There is little excitement to be had in only shooting at defenseless merchant ships, although some might disagree, so we've started on building our first adversaries as well. This model is still in its early stages. There is still a lot of work to be done indeed, but we're hoping to roll out this beauty in the next couple of weeks as well.
Once again, thank you all for your support! Enjoy the holidays, stay safe, and all the best to you and your loved ones. Should you have any questions, suggestions, feedback, always feel free to leave a message in the comments, or contact us on Discord, or through support@crushdepth.com
Asid:
0.27.16
Tue, December 28, 2021
MMO Fixes:
fixed camera change orbital target
fixed shift + 1/2/3 spawn target
fixed italian boat throttle control
fixed T2 tanker waypoint AI logic
fixed T2 tanker prefab
enhanced server side sync logic
fixed frame drop when firing flak
enhanced asynchronous logging logic
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