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Dev-Update 16/24

Hello Everyone, welcome to another Sea Power Dev Update. This week I join you from a suddenly autumnal UK as we gear up for September.

In a nod to summer being over Victor rejoins us from his holidays. The French really have that nailed down! Speaking for France I hope you are checking out the Paralympics, some astounding records have been broken, and a family friend of mine has picked up 3 medals so far.

One of our major focuses over the last few weeks has been finalising some exciting announcement plans with MicroProse. That kicked off this week so keep your eyes peeled over the coming weeks for the results of that! This has kept Nils, Mek, Martin and Aleksi (our fantastic music composer) amongst others really busy.

Speaking of Mek he really got his teeth into ports, two weeks ago we had 6 unique ports in two countries, those numbers are significantly higher and spread significantly further now! The ports are used by background data files to populate the world, spawn civilians, and generally make it so that the world of Sea Power feels more alive than you might have seen before.







Along similar lines Ivan and Danill have been digging their teeth into the campaign, really rationalising the stuff I started. They have the mission generation system kicking in and are going to link up with Victor for the mission finalisation and saving back to the campaign. A lot of work to do still but things are progressing.

I have been focused on UI updates, along with Ben, and also on aircraft, slowly bringing old and new systems to a good state that is pretty solid. Along the way we have updated a lot of infrastructure and got a few bugs smashed.

While we were all too busy to notice Ivan also managed to get mobile land units working. And then promptly managed to make them player controllable as well. I am not sure if that function will make it to release but I think it means that we can have moving convoys available as mission targets, which is really great news.



Then Nils got in on the act too, deciding that there really is no kill like overkill and added some custom modifications to this oil tanker. While we know it is pretty silly I think it hopefully showcases the flexibility of the vessel system and give you some ideas on the potential moddability (is that a word? Spellcheck says no) of the game.





That’s all for this week, hopefully we see you again soon in a few weeks time with lots of exciting updates!

Dev-Update 15/24

Hello everyone and welcome to another episode of Sea Power: 7 Drunk Guys and a Dream (we did discuss this and we found that more of us are non or occasional drinkers than not. So I think it’s actually 7 Over Caffeinated Guys and a Dream)

Davide Pessach from MicroProse is at Gamescom 2024 showing off some of the hard work that we have put in with the MicroProse marketing team, we know that a number of content creators have been invited to have a look at the game, we have created a few bits of unique media for them to see and we really look forwards to making some more connections and showing off a bit more of our work.



Created for Gamescom 2024 this video provides a brief look across the world of Sea Power: Naval Combat in the Missile Age. Featuring air, surface, and sub-surface combat set to music composed by Aleksi Aubry-Carlson:

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Ben has been working with Ivan and Nils to add some really useful drawing tools to the map, these allow snapping to tracks, points and other things, allowing you to carefully plot out what you want to do. At times it feels like we are really maybe giving you guys the tools of a modern Combat Management System in a game about the 1980s. But on the other had you don’t have a command staff of experienced officers to help you!

Mek has been making great use of the terrain modification tools, here for example you see Dublin Bay before and after the custom modifications to the base terrain data combined with the 3D Object placement tools and the background data files we use to populate global ports.





Here is another of the custom created ports that sit around the British Isles, the aim is to custom create important ports, and then provide some generic port templates that help to populate the rest of the world with a bit of life. I think this gives a pretty good impression of one of the UK’s more recognisable ports.



Mek is also working with Nils to correct the balance of power when it comes to SAMs and AAA for the NATO side. We have had a lot of Warsaw Pact units to date so in the pipeline is the build out of some of the more numerous assets used by the US, UK, and other NATO partners. The level of details these guys put into their models continually astounds me, Nils has spent time this week making sure that the IRIAF F-14As all have their unique serials in the correct Farsi script!

I have been doing some work with Air Combat Manoeuvres, updating the states that are run through by the aircraft to allow them to do some of the real manoeuvres that are used by aircraft in reality. The next steps are implementing some of the real attack states like dive bombing (and maybe toss bombing) to get things looking really pretty in the attacks. This did lead to a few interesting situations like a head to head crash and explosion.



We have also been doing a few updates to terrain, check the trees shading and shadows introduced by our shaders wizard Ian, and the European camouflage of aircraft. Here you can see the updated F-4 variants patrolling over the skies of Western Europe.



Of course with NATO forces on patrol there also comes the Warsaw Pact forces that they are patrolling against!



In related news heads up! We are looking to bring on an additional beta tester to the team, ideally with quite a specific hardware setup. If you are interested in participating, and are over the age of 18, please drop us a line through this form.

Dev-Update 14/24

Hello Everyone, welcome to another Sea Power update. This one written while enjoying what feels like the first sunny week in months in the UK waiting for the wind to fill in for another day of yacht racing in Cowes Week.

As per our last update we are still focusing on some core functionality around save/load functionality while playing missions, and the campaign. I spent some time last week briefing other members of the team on the campaign and the aircraft flight physics so that we have a broader span of knowledge. This week I have done some updates to the GUI, giving the chance for flexible mission briefings (I am sure you will remember Cold Waters UI there!) driven by modern XAML UI Code which you can specify in a file associated with a mission. We will give you some templates but you will have the ability to do basically whatever you please in briefing people on the missions you create, from maps to pictures to potentially even videos! On the debrief side Ivan, Nils and Noah have been working out a scoring system for missions which should give you the tools to evaluate your performance at the end. I have been making the UI to support it around the racing at Cowes.

Victor has really got his teeth into the save/load system and is identifying areas where we have redundant code, a peril of having developed a bunch of systems in parallel, but a real benefit of having a fresh pair of eyes! This should help us move towards a more supportable code base which is really helpful!

Martin has been smashing out updates on the camera system, adding new modes, new camera tools, terrain collisions, and making sure that it is really slick. Alongside this he has been slowly transitioning us from the old Unity Input system to the new Unity Input System. Obviously this is a bit in the weeds for most people but the new system is a more modern and supportable tool that lets us activate and deactivate control sets, and hopefully in the future add some controller support (we’ve seen a lot of people playing Cold Waters on steam deck for example).

Danill has been developing new tools for the UI, really getting into the WPF format that we use. He is adding tools to let you see how much fuel and battery planes and diesel electric submarines have left. There has been some collaboration with Ivan here to add AI functions to make the enemy automatically Snorkel to recharge their batteries.

Mek has been heavily supporting the Microprose marketing team, there is some really cool stuff coming that we are aching to tell you guys about but cant yet!

And now … drumroll please … screenshots!

















Dev-Update 13/24

Good Morning/Evening/Time is an Illusion Everyone!

Welcome to another Sea Power update blog. You join us as we work hard to finish the remaining core components of the game, improve performance on core features, and support Microprose’s marketing team in preparing fun things (keep your eyes open for us popping up here and there in the near future).

The biggest core parts of our work at present are: the save/load functionality while playing missions, and the campaign. However, as always bug fixes and improvements abound (though I think Nils will insist we stop adding new features to break unless they involve the campaign in the very near future).

Victor, supported by Ivan’s extensive knowledge and capricious memory, has been getting acquainted with the code base over the last two weeks and has been tightening up the INI file handling systems. I think it has been said before, but Sea Power is highly modifiable with all the features controlled through INI files that you as the player will be able to modify. We have stuck to this format rather than switching to the more common JSON as we feel it is easier to read for players and hopefully makes new features more accessible. Ivan has also been really focused on setting up new units, especially airfield variants, and ground units. After all Close Air Support is no fun without things to explode!

Speaking of new features be aware that we do read all the messages on the Discord, Steam Forums, and elsewhere. So, if you are really interested in any particular feature there is a good chance we have it logged away in our fan suggestions box, and at least a few have been included already! We really want to make sure that this game is a success, and we have a serious plan for making sure that it has longevity!

In the art team Mek and Nils continue to generate new models, variants, and improve our existing work with little features like unique serial numbers for aircraft (I’m not sure how they managed to get us to program that one in!). In line with the survey we are not releasing as much info on new models as that was not seen as a point of focus. However, Steam, you guys have let the side down here; Discord is far outstripping you on replies!





I’ve spent most of the last few weeks focused on my day job, but also on aircraft, improving the flight models to be a little more natural, along with (this week) making some updates to formation flying. I’m hoping that we can add the ability for you as a player to “Assume Direct Control” of the aircraft and really let loose.





On the campaign front I have been integrating the way that background data like cities and airfields is displayed into the Mission Editor, and hopefully into the live missions so that your scenarios can have realistic background traffic in them. Danill (who had a lovely holiday) and Martin will be joining me in working on this in the next week or so. This should let us really parcel out the work packages and ensure that we chunk through what remains to be done.



In the midst of this Noah has been hard at work testing and stress testing all of our fixes, he does want to remind you what happens when people touch America’s boats though!



Thanks for visiting, we really appreciate your comments and support! Enjoy some extra screenshots!











And some 1980s inspired post-processing







And here is one that Nils found from very early in development, before most of the systems even existed! But you can see even then how much wizardry the art team is able to get out of these!



Dev-Update 12/24

Hello again everyone, welcome to another Sea Power update. This is our first update under a new automated system working with our publisher MicroProse, what this means is that updates should be more broadly shared across social media platforms to help spread the news of the game we have been working so hard on. In any case on to the game and the team!

This week we have a new joiner, Victor, who comes to us from the Task Force Admiral team, he has been working hard on their save/load system and will be bringing his expertise to our team too. Welcome Victor!

Hopefully you have seen the developer stream we did recently. It wasn’t without issues, but it was really positive to see over 200 people turn up to watch at such short notice. We will do a few more of these in the future but with more notice and working with MicroProse’s marketing team to get better quality and more focused sessions. To aid with that thank you those of you who have answered our survey, there are some really interesting trends coming out (we’ve had over 500 responses) some of which we expected, some of which we didn’t.

Onto our various updates. Nils and Mek continue to churn out some absolutely spectacular work in the modelling department. Those of you that follow our Discord will have already seen these but here are a few more images of the AV-8A onboard the Tarawa-class that was featured last update. I am sure that you can make some well educated guesses about what they might be working on next, though I am sure that Mek will find some time to do more of his beloved fast patrol craft though in the last two weeks it was minesweeper time, featuring the T43, T43K and Kondor classes!













Martin has been spending some time contributing towards Silent Depth 2: Pacific, an exciting PC launch of his previous game. But around that he has made some significant improvements to the line of sight systems that are used to determine if sensors can see other things. In Sea Power this is dependent on both relative position and terrain data. He’s spending some time in the near future working on getting the pathfinding system for units integrated into the terrain system too.

Ben has taken a little trip to a conference and managed to bump into Nils in person in Sweden and Martin in Germany. Somehow while he is there in and around being shown around he has found time to start adding additional plotting tools like rulers to the map. We’re looking forwards to seeing these come to life.

I have been spending some time reworking aspects of the aircraft flight model to make the manoeuvring feel a little more natural, as well as adding some more UI elements to the game. All of this has been a break from the campaign which I will get back to soon, also bringing in Danill when he comes back from holiday with his family.

Ivan has been taking maximum advantage of the cooler temperatures at night and has (we think) become fully nocturnal. He has been fixing a lot of little bugs, and really tightening up bits and pieces that have been missed by others. Noah has been helping him and together with Martin they will get our bug reporting tool under control. We hope to have some integration into the game to help allow for automated error reporting so that we can improve any issues more rapidly on release.

And now some more of our favourite screenshots from this week!



Ivan’s famous “Red Text” annotations continue to amuse us.



Mek has been experimenting with effects, he hopes to be able to bring you star shells (no promises!)





I think you can tell that we like night missions!







But as daytime is OK too, here’s a shot of Type 148 Tiger Fast Attack Craft making it’s first appearance in game.