Weekly update #4, 3rd of August 2020.
Hello everyone, time for the Sunday update again. Bit shorter one this time.
New team members.
This week, we had Juplika and Kaiser Feather joining our team. Juplika is going to help out with the testing/bug finding and Kaiser Feather is going to help us with the sound design.
Pictures!
My little field trip has come to an end. I've arrived back in The Hague yesterday. All in all, good fun, I must say. Most importantly (at least for this project) I managed to grab about 1100 pictures from the insides of U-995. It would be a bit too much to put them all here, but I'll include a couple of them down below. If you have any specific requests, say you want a picture, send me a message and I’ll see what I can do.
Say no to flearthing!
For those who haven't seen it yet, Marius has been working non-stop on creating, well, the entire world. It is not quite finished yet, but he's almost there. Check the video in here. It's absolutely brilliant. In a nutshell, U-Boat Sim will have a fully spherical world, with accurate bathymetry and topology, fully networked as well. This is really a massive thing for the development of the game as no other submarine simulator has ever managed to pull this off. It's one of many unique features we hope to offer you guys. So, no 'fog' around 10 kilometers out so we don't have to deal with the issue of curvature, no ships being displaced a bit on a flat plane to mimic those effects... none of that. The earth is round.
A little longer term investment.
Apart from that, we've decided to make the switch from the standard render pipeline to HDRP (high definition render pipeline). This will make the game look much, much better and also give us a lot more options on things to do with the lighting, particle effects (which we'll need for smoke, explosions, etc.) and other things - like volumetric clouds, for example. The small setback here is that most of the assets we have in game now have to be redone for this switch, so in terms of development it will take a bit longer before we can start adding cool stuff to the game itself again. On the other hand, the longer we postpone the switch (which we will have to do at some point anyway), the more work it will be and the longer it will take, as we would have to redo even more assets. Better to pay that debt (so to speak) now. I'm sure you guys understand.
Questions?
As always, I welcome all your questions and suggestions; just send me a message! For the moment, thank you very much again for your support. Much love.