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Dev-Update 4/24

Hi all,

Just another quick update on what we have been up to in the last two weeks.

The art department (Mek and Nils) have been fixing some performance issues with the vegetation, adding base city textures and a few other tweaks to really make the game look great. Mek has given urban areas their unique per-biome textures. Nils has also been busy adding more variety to the existing vessel inventory with new versions of the Adams-class destroyer while keeping us busy with UI concepts.

The coding team (Martin, Ivan, Ben, Ian, Danill, and Matt) have been hard at work too. Ivan, Ben, and Danill have been hard at work improving the AI systems. Ian has been focusing on getting the Autogen for cities working to really sell that low-altitude work. Matt has been busy implementing Nil’ UI concepts and Martin has been helping out by making a utility tool to allow some really nicely detailed river masks on top of our normal terrain system.

Our newest team member, Noah, joins us in a QA role, keeping us coders on the straight and narrow, and helping make sure that the game performs as well as it possibly can.

And now to our regularly scheduled screenshots!

Mek takes us on a little sightseeing tour of his new work, checking out the cities of Tokyo, Haiphong and Odessa.



Mek also brings us some updated fire effects. Here a Galveston-class is suffering after a dusk attack.



The Kilauea-class ammunition ship USS Flint suffers a rocket attack (those shells are scary!)



The Mission Editor and Instant Action UI have both had some updates, we thing they look really nice and clean now!



The biome and season system is starting to really come together, showing off the different colour schemes for Winter, Spring, and Autumn.



Ivan has been taking us through some engagements, showing off quite how quickly things can get really chaotic!



That's it for today! Thank you for reading!