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 once again everyone,
Apologies for the late update, in the time when I would normally write these I was in deepest, darkest Cornwall scuba diving on the Manacles (look it up, lots of wrecks and life). But now I am back so please enjoy our regularly scheduled but belated update.
You’ll remember from the previous update we talked about ejection mechanics, Ivan has been finalising the system to have variable chances of spawning pilots, to give them a survival chance on hitting the ground or the sea and to integrate more of Nils’ liferaft models. Alongside the liferafts Ivan has also reworked the flooding and sinking mechanisms associated with ships to make them feel better to play (or to explode!) And to try and prevent the explosions Danill has renewed the jamming systems and made them a little more effective in some situations based on descriptions of their use operationally from history texts.
On the mapping front Ben has added filtering tools to the Tactical Map, so that if a situation gets too cluttered you can focus on what really matters to you (of course, like in real life try not to filter too much, remember that not all innocent looking traffic is in Sea Power!). A big piece of work that Ben has also been working on is the plotting system, particularly the sensors. As we approach launching the game we are chasing performance more and more. Ben is looking at taking some of the more complex work off the main thread (for non programmers the main thread is what displays what you see and background or worker threads run independently in parallel).
Terrain continues to receive massive updates; with Martin, Nils, Mek and most importantly Ian working hard on it. We hope you agree that the autogen and lighting here is truly spectacular! There is a lot of work that goes into this stuff, from Autogen scenery LOD models that Nils and Mek create, to the code for the terrain that Martin has built to the placement system that Ian has crafted. It’s a complex system but one that we are really proud of!
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I have been working on the campaign system some more, as the concepts start to become reality. We now have a more fixed UI concept that is congruous with the mission UI, while allowing the player to interact with facilities and units to task them. We are hoping to make this have a level of micromanagement that is acceptable, in reality as the commander of Atlantic Operations you wouldn’t do everything yourself in reality after all!
Nils and Mek have both been adding even more units into our inventory, with the Farragut (technically the Coontz-class) Destroyer joining the fray from Nils and the HH-3E and ASH-3D helicopters being released for active duty by Mek alongside the iconic F-5E. Nils also found time to add the F-4D Phantom to the game to spice up the airborne action.
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