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Old 07-17-23, 06:59 PM   #31
Oubaas
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Looking good! I'm paying full attention. Keep us posted.

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Old 08-23-23, 04:30 PM   #32
bracer
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Here is a few small clips I cutted together from August play tests.
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Old 09-11-23, 02:25 AM   #33
agathosdaimon
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its all looking good! i need to get back on to supportign the patreon when i doing a bit better financially
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Old 09-16-23, 02:53 AM   #34
agathosdaimon
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i just saw the controversy with unity - that they want to start charging developers per every install of games with unity engine - seems ridiculous as an idea and would make indie game dev with unity impossible - you might want to keep you old engine there as a back up if unity actually goes down this path
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Old 09-16-23, 03:53 PM   #35
bracer
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Hey Mitch!
I hope all is well!
Yeah, this new Unity pricing plan looks crazy.
Luckily so far it won't affect me, since i would have to sell atleast 200.000 copies the first year. Which I guess is rather optimistic for such a niche game.
And when I would reach 200.000 installs, I would have to still be earning $200.000 the last 12 months for it to take affect.
So, I am not worried, but I do feel that it's a brutal change for those that it does affect...
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Old 10-01-23, 10:22 PM   #36
Oubaas
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Due to the incredible uproar caused by their unmitigated treachery, Unity has walked back some, but not all, of their ill-advised new pricing scheme.

Unity Walks Back New Engine Pricing After Protests

Unfortunately for Unity, they have lost the trust of the developer community despite semi-repenting. Many developers have sworn to never use the engine again, and a number of popular Unity titles are being urgently converted to different engines. Unity has shot itself in the foot. Lawsuits are probably coming.

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Old 10-25-23, 03:24 PM   #37
bracer
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Hi everyone!

During early autumn I decided to tackle my old system for terrain generation which was rather slow and low resolution.
Instead of using Unitys built in terrains for rendering my heightdata I am now generating custom meshes where
I much easier can add some procedural noice to increase the terrain detail as well as higher resolution procedural textures.

The visuals, like the shader and textures still needs some love...
And also some variations in the different climate zones would be needed.

I also took the chance to develop a tree generation system for the new terrain. It's all very fast and
you can travel without any hickups at high time compression from Norway through the English channel down to Morocco.
With the new terrain generator in place, it's time to move on the another big project; getting the secondary guns working.
First step was to improve the models.
This is the SK C/28 guns in C/34 twin turrets. There was four of this twin turrets and four in single turrets.
This type of turret was developed from a cruiser turret, and for economic reasons they used the back plates from the old turrets.
Problem was that the new type of turret had different layout, so the door hatch in the back plate couldn't be used.
So they bolted it shut, placed a ladder on top of it and let the crew enter via the emergency roof hatch instead!

Cheers!






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Old 11-15-23, 03:32 PM   #38
bracer
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Old 11-28-23, 12:44 PM   #39
bracer
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Hey!
I am working on improving damage systems and handling flooding and fires on the ship. Nothing to really show off there yet.
On the more visual side of things I am working on searchlights and star shells, as well as updating the weather system.


Cheers!


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Old 11-30-23, 10:45 AM   #40
bracer
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Old 02-26-24, 04:44 PM   #41
bracer
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Hey!
I finally finished some heavy work on the AI and now I am doing some tests with a newly compiled build.
Seems to run just fine!



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Old 03-24-24, 05:33 AM   #42
bracer
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Old 03-25-24, 06:14 PM   #43
Sonarman
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Love the new lighting effects, the fluid zoom on the fire control station and the subtle texture work on the various surfaces eg the glazing, metallics and checker plate etc, really starting to come to life now, great work Bracer.
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