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.
It’s been five long years since we began this journey publicly with our reveal on YouTube. No one feels that passage of time more than we do, believe us — our lives have been completely consumed by this project since then, especially for Jean-Baptiste, our sole developer.
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Make no mistake, if we could have released sooner, created a smaller game, or worked on a simpler endeavor, we would have. Perhaps it was hubris—but that same hubris kept us going despite the time invested, the setbacks faced, and the frustration of not yet having something playable to share with you.
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[h1]Where we've been at[/h1]
Although the pace of our Steam updates might have suggested otherwise, we have never let up on our development efforts—quite the opposite. Those who know us and follow us on social media are well aware of our steady progress, and there hasn't been a single week since our last Steam update that we haven't shared our efforts and achievements with our community. We chose to focus on the work itself, saving our energy on Steam (an interface not particularly suited to regular updates) for a more impactful announcement that would mark a significant milestone in the development of our video game. Today, that day has come.
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[h2]Building a world one stone at a time[/h2]
As for "the meat" of the game itself, we have made significant strides in further integrating our graphics and sounds into the larger game world to make it more vivid and immersive. Hope we're getting there - you'll be judge of our progress soon enough hopefully, but until then here are a few nuggets of contents released over the previous months that will give you a clear indication of what we're aiming for.
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We are of the opinion that the sound atmosphere is crucial for creating a deep sense of involvement, as it immerses you in the experience and makes you feel like a true part of what's happening. Sounds are often your primary sensory input for what’s happening around you. The hum of engines, the crackle of radio transmissions, the distant roar of enemy planes, or the ack-ack of anti-aircraft fire — they all contribute to making the game world feel alive and reactive to your presence.
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Our goal is to make you feel right in the thick of the action, involved in the consequences of your decisions in the field, rather than feeling distant & safe. We want sweat, virtual eardrums bursting, and virtual smoke filling your screen. We’re just getting started, but it’s off to a rather OK start, if we can pat ourselves in the back.
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[h2]Building an interface, switch by switch[/h2]
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The biggest remaining task alongside developing the virtual world was creating the entire interface that enables players to interact with their own forces and those of the enemy. This includes nearly all the tools needed for a so-called “diegetic” representation, aiming to enhance immersion by using graphics reminiscent of the actual tools of that era, in addition to more modern-looking indicators available in the menus on both sides of the screen.
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A diegetic graphical user interface is a type of game interface that is designed to blend seamlessly with the game’s world, as if it’s a natural part of the environment rather than an overlay. This approach uses elements that characters in the game could realistically see, hear, or interact with, rather than purely visual aids meant solely for the player.
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In Task Force Admiral, most of the planning tools are designed to be diegetic, fitting naturally into the game world. However, we don’t see the non-diegetic approach as incompatible—quite the opposite. Non-diegetic elements offer practical alternatives, and we strive to keep these elements visually aligned with our aesthetic choices while still providing you with quick and efficient information.
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So, that was a small report about what we did during that time. But what about we're about to do in a couple months from now? Well, if you're into some extra intel, here's the dope...
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[h1]The World of Tomorrow[/h1]
[h2]The Kickstarter[/h2]
First thing first, let's be clear, it is not about funding. We do have other avenues of financing ourselves, so it is not really the focus on this campaign. There are many ways to raise funds in this day and age, and a Kickstarter campaign is just one way among many others. We could very well launch Task Force Admiral in early access, or make people pay for a beta. But this is not what this is about. It's more about what we can do, using the tools of today, so as to recreate the full experience of what we had back in the 1990s, at the time of the prime of the original MicroProse: big boxes.
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[i]Disclaimer: goodies & all still very much work in progress, the KS landing page should come in very soon![/i]
I know, it's 2024, why still do things the old way? Nostalgia is hard to explain, but easy to diagnose. These behemoths are relics from a time some of us in our 40s something probably remember with much kindness. Preparing for this kickstarter was the opportunity for us to embrace that dream of ours - actually owning a game box, of our own game, while satisfying a urge that has been progressively denied to gamers since the turn of the century.
https://www.youtube.com/watch?v=sWLMbmAv0tg
[i]For the younger ones among you who might wonder what's a big box (courtesy of the excellent channel Ahoy)[/i]
As MicroProse has made experiments already with a prototype game box for Highfleet (a gem, this one, don't forget to go check it out too if you haven't heard about it), we felt it was time to try our luck with our community. As Task Force Admiral's fanbase has grown over time and has often mentioned its willingness to give us a hand, this Kickstarter allows us to provide you with such an opportunity - by either supporting us with a digital pre-order, or indulging in the guilty pleasure of owning a big, heavy box full of old-fashioned treasures. The choice is yours, starting Q1 2025!
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[h2]The Demo[/h2]
Since it wouldn’t be fair to ask for your support without showing you what we’re working on, we’ll be releasing a demo on the same day we launch the Kickstarter campaign. This will give you a taste of what we’re building, though, of course, some smaller features will still be disabled as they’re not fully finished. That said, the game is already in a playable state, and we’ll do our best to make this demo as enjoyable as possible.
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We’re also hoping to include a few prototype game modes for you to try out during the Kickstarter campaign. These modes could steer the game’s future direction once we wrap up the core experience, and they’ll make ideal stretch goals. More on this and much else in our next update, as soon as our new website and Kickstarter landing pages are live!
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[h2]The Sea Power[/h2]
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Of course, we couldn’t post today without giving a shoutout to our friends over at Triassic. We’ve been long-time companions, joining the label at the same time and supporting each other however we could along the way. Words can hardly capture the pride and happiness we feel knowing they’re nearing their big moment. If you haven’t heard yet (though, honestly, they probably introduced you to us), Sea Power is hands-down the most significant and promising game recreating naval warfare in the Cold War era—a true successor to Fleet Command that you didn’t even know you needed. Launching in Early Access, it’s a solid offering—give it a try! We’re confident it’s worth the investment, and that's hardly a dangerous bet! We don't believe many of you, if any, will be disappointed by this masterpiece. Fair winds to them.
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As for you, go get 'em vampires & hurt them bad! Launching November 12 everywhere in the world!
https://store.steampowered.com/app/1286220/Sea_Power__Naval_Combat_in_the_Missile_Age/
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I guess that'll do for us being back in action.
Believe us, we’d love to speed things up. But patience brings the best results, or so they say. For those feeling the wait, we apologize for the delays. And to everyone sticking with us on this journey, our deepest thanks!
To those who might be reading us on November 11, please have a quiet Remembrance Day, wherever you might be from, and stay safe. See you soon, and take care.
The Task Force Admiral Team
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