From the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in modern naval conflict campaigns. Use your advanced naval weaponry and sensors to respect rules of engagement and defeat the enemy forces in a tense fight for initiative and air/naval supremacy.
Hello Everyone, welcome to another Sea Power Dev Update. This week I join you from a suddenly autumnal UK as we gear up for September.
In a nod to summer being over Victor rejoins us from his holidays. The French really have that nailed down! Speaking for France I hope you are checking out the Paralympics, some astounding records have been broken, and a family friend of mine has picked up 3 medals so far.
One of our major focuses over the last few weeks has been finalising some exciting announcement plans with MicroProse. That kicked off this week so keep your eyes peeled over the coming weeks for the results of that! This has kept Nils, Mek, Martin and Aleksi (our fantastic music composer) amongst others really busy.
Speaking of Mek he really got his teeth into ports, two weeks ago we had 6 unique ports in two countries, those numbers are significantly higher and spread significantly further now! The ports are used by background data files to populate the world, spawn civilians, and generally make it so that the world of Sea Power feels more alive than you might have seen before.
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Along similar lines Ivan and Danill have been digging their teeth into the campaign, really rationalising the stuff I started. They have the mission generation system kicking in and are going to link up with Victor for the mission finalisation and saving back to the campaign. A lot of work to do still but things are progressing.
I have been focused on UI updates, along with Ben, and also on aircraft, slowly bringing old and new systems to a good state that is pretty solid. Along the way we have updated a lot of infrastructure and got a few bugs smashed.
While we were all too busy to notice Ivan also managed to get mobile land units working. And then promptly managed to make them player controllable as well. I am not sure if that function will make it to release but I think it means that we can have moving convoys available as mission targets, which is really great news.
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Then Nils got in on the act too, deciding that there really is no kill like overkill and added some custom modifications to this oil tanker. While we know it is pretty silly I think it hopefully showcases the flexibility of the vessel system and give you some ideas on the potential moddability (is that a word? Spellcheck says no) of the game.
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That’s all for this week, hopefully we see you again soon in a few weeks time with lots of exciting updates!