![]() ![]() Furthermore, we will be involved in the production of the campaign. In the new year we will mainly polish the game, add more ships, graphics, sounds, voices, texts, icons and other minor elements. Not everything is closed, it must wait for its time and constantly evolve together with our knowledge. We were watching other productions, collecting materials, reading them, watching them, trying to draw the right conclusions. We tried to refine all elements as accurately as we were able to. The last ones were shooting, implementing types of ammunition, more precise damage mechanisms and macro management. Do not count your chickens before they hatch, but we think we have implemented all we planned. The last period was the same as usual a hard-working, it's probably our lifestyle already ) We tried to do as much as possible to get to the moment that we will only be refining the details. Furthermore, the time to sum up a whole year has come. It's nice to be back here with a regular update again. While we are very happy with the improved looks and performance, it was a major challenge to constantly update a project of Uboat’s scope. Major changes to the Unity engine added to the workload too. ![]() Crafting genuinely useful and realistic skill sets for WW2 U-boat crews turned out to be a Sisyphean labour, but we feel we got there in the end. Storage space management, brigs, landing parties and crew skill trees were reworked literally several dozen times. When our goal changed to ‘proper simulator’ all major devices, meters and potential hazards had to be researched, modelled, and tested. ![]() Internal U-boat systems and crew mechanics also received a lot of attention in 2017. The addition of a Kriegsmarine HQ also introduces many interesting possibilities into the game. All ships in the world now interact with each other. To make for less scripted gameplay and generate more interesting situations we tried to give the player and AI as many tools as possible. That seemed to be what our community wants from us and we did our best to follow that lead. Full funding from PlayWay allowed us to fulfill our full vision for the project – more simulation elements, more sandbox, more freedom. We hit many obstacles in production, but stayed afloat. Marek: Last year was incredibly important for us. It’s been exhausting, but when we were putting together the last movie and watching the effects, we finally saw how massive and detailed Uboat is and we were very proud. Finally, though, all the planned mechanisms are implemented. We changed, improved and invented many elements. ![]() We had to gain a lot of new knowledge and skills. There were good periods and periods when we felt we were beating our heads against a wall. Michał: “We were at full throttle for most of 2017. Developers Michał Nowakowski and Marek Bartniczak on the current state of the code and the challenges still to be overcome: In Deep Water Studio’s Uboat your relationship with your crew can be as turbulent as the winter Atlantic. Like HMS this is a game in which hulls fade to reveal the bustling communities within and military hardware plays second fiddle to fetid, fractious mariners. The weakest aspect of 2017’s best sub game may well turn out to be the strongest part of 2018’s best sub game. ![]()
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