Quit spamming every game dev with your invitations, please. It is getting damned annoying.
Quit spamming every game dev with your invitations, please. It is getting damned annoying.
We just released our first Windows 64 bit build on Itch.io last night. You can grab it here: Wolfpackgamesco.itch.io
Latest version is available on our website and here. It has newer lighting, better particles, some added scenery, and new controls that allows to use an Xbox controller.
v0.3.16.0108a Available
Fixed ----
Player list syncing when new ships spawned was not firing
Player joined message was not firing under certain conditions
Screen resolution changes not pulling when new scene loads, sometimes would revert to system saved setting
Added ----
New player list while in game (Tab key is default)
Changed ----
Cleaned up bow splash code
Screen resolution code cleaned up and organized better
I stepped down as the lead dev for the other game some time back. This is my primary focus and when I get some code that they can use I send it their way.
v0.3.16.0106a Available
Fixed ----
Time of day not starting correctly
Sun not showing on start of match
Full Screen dialog contradicts the in-game setting
Added ----
Player list shows on spawn screen
New Screen Resolution dialog in Video Settings Panel
Changed ----
Cleaned up orphan assets from project to keep size down
V 0.3.16.0105a is Available
Fixed/Changed
Fixed – Camera switch leaves telescope view on
Fixed – Camera doesn’t switch to new ship after respawn
Added
Sail LOD manager started
Sail order redone
Sail code cleaned up and separated to a new script segment
Hit indicator for shots that impact on another ship
High resolution screenshot tool
Updated smoke particle shader
Updated cannon fire shader
Updated splash LOD manager
Download is available on our site at
www.lettersofmarquegame.com
Version 0.3.16.0102a is available. We corrected a few small AI issues and some disconnect for sails when they are knocked off the masts. 2 more stability changes were also made as well as new particle effects for the cannons.
Version 0.3.16.0101c is now available. There is one known bug with the AI that does not handle a ship being removed from a scene, so after a ship has been sunk you may experience a 'blind' AI that just drives in circles. It will be corrected in the next version.
More than likely, yes. I am developing on an i5 3570k, 680GTX, 16GB and it is running on Fantastic settings around 150fps. All of the graphical settings will also be selectable on the user side to make sure that lower hardware can enable/disable features to get as smooth of a play as possible.
That is a good point. We will look at some more randomization in that respect. Thanks for the suggestion!
The larger, global waves are normalized and the shoreline waves take their place at a certain depth (one that we can set). We can also control their height, distance apart, etc. We can hook that into the wind component so that they reflect current wind conditions as needed.
Ignore the terrain and the rocks and such. They are just there to test the waters shoreline update system. None of it is PBR or even close to being usable in game now.
These menus are going to be updated by their artist soon so hopefully they will be a bit more smooth. The artist, Danidr, has done a fantastic job of taking a concept design from a few years back and making it a reality in the new Unity UI system.
That is actually the sky and water systems used in the game. The end version will pull the ship from your active game into the scene as well as put the scene at the date/time of your last save with matching sea conditions and weather.
Since we are not beholden to a higher power we have the option to take time and do things right rather than do things quick. It is a luxury that most games don't get.
Updates are pushed to the PiratesAhoy! server which is where the updater checks. We have the option of later moving the updates to another URL and hopefully when the game is a bit more open we will allow it to pull from alternate URLs as well.
The HMS Sphynx model is a collaborative effort by several modelers and is probably one of the most detailed models we have so far. It is still very unpolished but is getting closer to getting LOD and some more appropriate detailing for the rigging.
It does evoke a very nice sense of sitting at anchor. I am hoping to light up the stern lanterns for the next release and possible a few more dynamic lanterns.
It is, massively. The latest version of Unity has changed some of the factoring used for PBR and the substances used for the hull planking hasn't been updated to take it into account.
Some portions of the code have been made available, but anything that involves a lot of time and effort is not going to be made public until the game is complete. Several components are purchased asset code/features from the Unity Asset store and cannot be made public.
The art assets are the properties of their respective creators and Hearts of Oak and PiratesAhoy! merely have a license to use that asset and do NOT own them.
Most of these shots have none or are on something like SLAA/DLAA if any at all. This group of pics are from inside of the Unity SDK without any of the usual post effects.
We are planning for Win32, Win64, Mac, and Linux support.
You can shoot from the hip or down the gun, I actually show the same pistol on one of my vids, just not in the new materials.
100% volunteer and we do take donations for assets and software, but that is it. We are always looking for more volunteers to help in some capacity!
I am not sure what happened, but the whole intro to the video is gone. Sorry about that, not a lot was missed, just showing that buoyancy was actually working this time around. HD is slightly better, but is still pretty badly broken.
How do you mean for the waves? Shape, motion, color, surface?
All coding is done in C# except for a couple of assets that we have yet to convert over.
Well, we could just change the date and make you feel better...
CaptainMurphyDUCK
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