It looks like smoke screens are finally complete. It took a bit longer to deal with smoke screen creating game AI. The new version also includes many other changes, including an update of the projectile dispersion mechanics.
#indiegame#indiedev#IndieGameDev
Task Force Admiral has finally entered Early Access. A rather unique concept, focused on simulating carrier battles of World War II. It is certainly deserves the attention of anyone interested in warships and the history of naval warfare.
Task Force Admiral is out now, in Early Access on Steam!
We cannot overstate how important it has been to share that journey with all our fans, all these years. Thank you all for having stuck with us all this time. It is only the end of the beginning and not yet the end of the tunnel, but our spirits are high, confidence is high, and so are the hopes. Fingers crossed! Big thanks in advance for your kindness in the review process. See you over Midway!
#gamedev #release #strategy
Unfortunately, I ddin't have enough time to finish the new update before the end of this year. But at least I had enough time to write an article about its main feature - smoke screens. #indiegame#DevDiary#IndieGameDev
https://t.co/6FIdWZ1JP9
Apparently, during the World War I, along with smoke screens from funnels, chemical smokes were also used. In the game, they are superior to funnel smokes, but have a limited number of charges and are only available on top-tier destroyers.
#indiedev#VFX#screenshotsaturday
Apparently, during the World War I, along with smoke screens from funnels, chemical smokes were also used. In the game, they are superior to funnel smokes, but have a limited number of charges and are only available on top-tier destroyers.
#indiedev#VFX#screenshotsaturday
Implementing smoke screens in a turn based game was a bit challenging, as particles need to follow the trajectory created by the particle effect during the movement phase, and with some degree of randomness to achieve a natural look.
#indiegame#indiedev#VFX#screenshotsaturday
Nothing special for today's #screenshotsaturday. Just a tiny feature of shells, which can now bounce off the water surface at an acute angle with some small chance (the chance increased to one for demonstration).
#VFX#indiegame#indiedev
Here are some images of the first German submarine in the game, which will be U-31 class ocean-going submarine for #screenshotsaturday. The U-35, considered the most successful submarine of WW1, also belongs to this class.
#3D#3dart#3dmodelling#gamedev#indiegame#indiedev
The new update 0.17a is close to completion. It looks to be the biggest update since Early Access, reworking the damage control system and making a lot of other changes to the damage model.
#indiegame#indiedev#IndieGameDev#screenshotsaturday
Update 0.17a is finally out. I wrote an article on Indie DB about redesigning the damage control system, which is its main feature. #indiegame#indiedev#IndieGameDev
https://t.co/Q9Kl6keVZ5
@lamicteNguyen Thanks for the host. A lot of effort has been put into reworking the damage control system in Naval Hurricane, and it is now close to completion. Happy #ScreenshotSaturday!
https://t.co/2QEMCMz4ds
The new update 0.17a is close to completion. It looks to be the biggest update since Early Access, reworking the damage control system and making a lot of other changes to the damage model.
#indiegame#indiedev#IndieGameDev#screenshotsaturday
@clemmygames Thanks for the host. A lot of effort has been put into reworking the damage control system in Naval Hurricane, and it is now close to completion. Happy #ScreenshotSaturday!
https://t.co/2QEMCMz4ds
The new update 0.17a is close to completion. It looks to be the biggest update since Early Access, reworking the damage control system and making a lot of other changes to the damage model.
#indiegame#indiedev#IndieGameDev#screenshotsaturday
@igdmag Thanks for the host. A lot of effort has been put into reworking the damage control system in Naval Hurricane, and it is now close to completion. Happy #ScreenshotSaturday!
https://t.co/2QEMCMz4ds
The new update 0.17a is close to completion. It looks to be the biggest update since Early Access, reworking the damage control system and making a lot of other changes to the damage model.
#indiegame#indiedev#IndieGameDev#screenshotsaturday
Smoke lifetime setting, to make smoke trails longer, was added to the game earlier. But other particle system parameters, except for the lifetime, remained the same, making long smokes look a bit unrealistic. Now I updated other parameters to make them look better.
#indiedev#VFX
One of players in the Steam discussions suggested an interesting little #VFX feature. Now the fire in compartments can be seen through the gun portholes. Will appear in the next major update.
#indiegame#indiedev#screenshotsaturday
One of players in the Steam discussions suggested an interesting little #VFX feature. Now the fire in compartments can be seen through the gun portholes. Will appear in the next major update.
#indiegame#indiedev#screenshotsaturday
One of players in the Steam discussions suggested an interesting little #VFX feature. Now the fire in compartments can be seen through the gun portholes. Will appear in the next major update.
#indiegame#indiedev#screenshotsaturday