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.
Hi all,
Just another quick update on what we have been up to in the last two weeks.
Mek and Nils have been busily texturing and modeling, using the time the coders need to add more assets to the game. At current count we have approximately 50 different types of aircraft (military and civilian), 130 types of ships and submarines, and 35 types of land units with more getting added every week. This week I persuaded Nils that we should have some more fishing boats to really add to the life in the Barents Sea so he has also set off to update some more of his old Cold Waters models, after finishing up some lovely updates of the Skipjack-class SSN. Those of you who remember that game look out for some old friends!
The coding team have been hard at work as well, with a big push at the moment being the behaviours of friendly and enemy units. Ivan has been rapidly working through the reactions that vessels need to make in Anti-Submarine Warfare this week, be afraid of the ASROC if you are playing as the Soviets, though I would argue that the helicopter is potentially even more deadly. Daniil has been really polishing up the MIssion Editor tool, with conditional triggers and events added as a capability, so you can start to create some really special hand crafted scenarios. Our own early scenarios were made entirely through Notepad (Notepad++, we’re cultured!) but the Mission Editor is a much more accessible tool. Ian has been smashing out the autogen city technology for us, with significant performance improvements we hope that it is really going to look nice! Ben has been all about performance too, giving us some incredible gains in unit spawning. Martin has finished his river editor and Mek and Nils are using it, as well as fixing some terrain bugs, and Matt has been working away at implementing the updated UI concept that Nils developed a couple of months ago.
Noah in the QA department has had a bad week already, his PC deciding to die on Monday (F) but should be back up and running too. It has been suggested that one of the coders deliberately sabotaged him but I am sure this isn’t true (says the coder).
And now to our regularly scheduled screenshots!
An unspectular shot of that river/lake editing tool
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Ivan implements disguised spy ships
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The Permit-class SSN joins the USN fleet
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Mek introduces us to more of his biome work, this is Desert (Dry) and Desert (Wet)
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The Z-class Destroyer nears completion, seen here in the 3D modeling software that the team uses
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[img]{STEAM_CLAN_IMAGE}/37689804/e448de2ba01a49db0fb3496c7600820b2f4ab691.jpg[/img]
So too does a new fleet tanker (technically an A-OT)
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Ivan shows us some ASuW action in the small patrol boats the Warsaw Pact loves
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[img]{STEAM_CLAN_IMAGE}/37689804/5a020667712e4bdf125e4b4bf99fc5546538336f.jpg[/img]
And finally….one of the team achieves mutually assured destruction during a scenario. Who was it and what scenario were they playing?
[img]{STEAM_CLAN_IMAGE}/37689804/8eaaaab3cf02c96471bb8f03887fb0b9634ad528.jpg[/img]