Task Force Admiral - Vol.1: American Carrier Battles
Experience the thrill of leading American aircraft carriers to victory in this innovative full 3D command simulation wargame set in the Pacific in 1942. First-person or God’s eye, you lead your fleet and planes right from the center of the battle.
[i]Dear Fans,
Dear Followers,
Old & new,
Welcome to this July 2022 dev diary for Task Force Admiral.[/i]
As always, the last few weeks have been filled with honest progress. A specific care was given to the optimization of the game environment, in regard of the tech of course, but the GUI in its larger meaning too. Let’s go over the contents of the last months, including some new cool stuff released just yesterday.
The part of the GUI relevant to player user experience has been discussed already at length in the previous video – although we do have a new version now, with a spoken narration. We also added some extra trivia regarding our vision of how history can be made to speak to you through the diegetic interface we have been designing. It might be worth a look if you haven’t seen the original video – and even then, we have thrown in a few more gameplay sequences at the end that might sweeten the deal!
[previewyoutube=Nj-1gcNLSlY;full][/previewyoutube]
Talking about behind the scenes contents, we just had an interview with the right honorable Wolfpack345 some of you no doubt know well for his adventures over the Russian front, the Solomons or the bottom of the Norwegian sea. He was kind enough to extend an invitation to us for this new feature, and we went for it. Obviously our game designer is no professional interviewee, but it was a first for Wolfpack, so we were in good company! We did throw in there a lot of original contents, especially some nice sequences of Rizki, our 3D artist, and Julien, our 2D illustrator hard at work. The complete videos will be released later in early August – it will be a treat for whoever among you is into naval architecture using Blender, or digital painting.
[previewyoutube=LdIk3HArigU;full][/previewyoutube]
Finally, in regard of non-player GUI, we also made a lot of progress on the integration tools we will be using ourselves when calibrating ships and aircraft in the game. These tools, readily available in the general interface of the engine, will be available to some extent to those among you who might want to tweak around the ships – or add your own creations. Task Force Admiral in its current form will be a single player game, so there is little incentive to prevent you from playing around the properties and try your own stuff. We are of the opinion that good games inspire people to mod them – while great games actually give them the tools to do so. We’ll do what we can to steer in the direction of the latter.
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In the meantime, these tools are practical for those in our team who can now give a hand to our developer without prior experience with coding & all the sweet programmer stuff. It will certainly improve the workflow – all these 90 ships and 40 aircraft ain’t going to get right into the game all by themselves, are they! Talking about the former, let's finish this update with a few screenshots of the latest additions to the Japanese roster. Not all ships are at the same level of finish just yet, and the textures are the main mapping (that is the clothes that come with the 3D model) not the final deal just yet. But we know we have a few [i]Nihon Kaigun[/i] enthusiasts in here who will not say no to some more additional relevant eye candy... So there you go, enjoy it all thoroughly!
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Thank you all kindly for your attention, dear followers. Wishing you all a fine life & a safe Summer – take good care of yourselves, and of all those you love!
Cheers & see you for our next update in late August!
The Task Force Admiral team.
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