Hello friends!
As usual the last period was very busy and fruitful in our opinion.
UBOOT was a guest at several events of the games industry. It was also present on the Warsaw Stock Exchange at the first session of PlayWay. You can see a few photos on our
Facebook. We would like to take this opportunity, congratulate them and wish success on the market.
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Among other curiosities, today started a Kickstarter campaign of our colleague's game named
Agony. Check it out, this game looks amazing!
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After this short introduction, let's get straight to the point and talk about our progress
Lands
Finally, our uboat doesn't sail through the infinite ocean! We've implemented lands in our game using high precision real-world NOAA data enhanced with high frequency detail generation. You can sail at literally any place in the world and encounter pretty authentic shores and sea floors.
Lands also affect a sea spectrum in our game. Like in the real world, as you get closer to the land, waves become thinner and higher among a few other effects.
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FPP
We've dramatically improved the first person perspective in our game. Now you can walk through the ship interior and do all these things which were available before only in the gui. You can interact with the people and equipment on the ship - use the periscope, turn pumps on and off, chat a bit.
Sailors greet you as you pass through the ship, try to free a passage near the table when they play a quartet and swear a lot when something goes wrong. It feels very authentic and living.
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Although FPP gameplay is governed by exactly the same mechanic as the section view, it plays like a completely different game. It was important for us to have such a play style for a number of reasons, while the main one is that we want our game to be a good base for modding.
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Periscope
Our talented graphic artist has modeled a new attack periscope. Now you can look at the world in a more natural way for the submariner. It has a well mapped details, you can even see the reflection of your eye in the eyepiece.
We're busy implementing tools for the periscope like a split prism stadimeter and chronometer. Using them is going to be optional, but very useful on high difficulty settings or after experiencing heavy crew losses.
New script and new voice actor
You are already aware that the first, most technical part of our script is now finished! Thank you for your invaluable help - it was a pleasure to work with you. Thank you all. Special thanks to xwormwood and NileX13 - you guys rock.
We've found a new, in our opinion great actor and recorded a first batch of new voices. Please listen and tell us what do you think.
Submarine pens
Submarine pens are now fully functional. You can dock in them, upgrade your equipment and manage the crew.
Although it's currently in production, you will be visited here by Karl Donitz and get special story assignments. Also, we are working on the customization options for your ship and the crew as we speak.
Control room
We have replaced our prototype model of the control room with a highly detailed one. Please take a look at the screenshots.
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Technical improvements
We've implemented temporal antialiasing (TAA) for UBOOT. Aliasing issues is something that troubled us for a long time as there is a lot of technical detail in our game that tends to pixelate from the distance. TAA is an ultimate solution for that - if well implemented it tends to look very similar to supersampling, but without the added performance hit. You may know it already from some of the new games like Fallout 4. We render our game in a pretty tricky way for performance reasons and that made it very hard for us to implement this effect, but we've made it. Yay!
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A friend from Blackwake team has found a great trick to improve performance for games that use any sort of vehicles carrying many objects and shared it with us. It turned out to be a big thing and we've implemented it right away.
Sailors now have a full ragdolls, which means that they may loose their balance and even fall off the board when ship gets hit by an enemy fire. It adds so much to the realism and reminds you that you are on a boat. It's pretty traumatic at times though.. :-(
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Another addition is a lipsync system. Voices of the characters are now synchronized with the facial animation.
We've implemented PCF shadows filtering. Our engine doesn't support them by default and it was blocking our further FPP improvements.
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We've implemented gramophone music played by a radiotelegraphist in our game. You can unlock tracks like the classic "It's a Long Way to Tipperary" (thx Zac) in the submarine pens. We're currently trying to obtain licenses for the base tracks, but you will also be able to add your own by modding the game.
Video
We were working on a fully fledged video to show you some of this stuff, but while we've improved on so many areas.. our animations and characters are actually still the same they used to be in the Kickstarter trailer. It was pointed out by our high command (PlayWay) and they are actually right. It's really high time for us to improve in this area. We've got some additional budget for this now and are hiring an animator.
We will publish a new full-res video material as soon as this gets sorted out. We hope that you understand.
Yours,
Deep Water Studio