Atlanta's Elite Fashion and Entertainment Consultants
Title: Abyss Crew
Genre: Adventure, Indie
Developer:
Aquarealm Studio
Publisher:
Aquarealm Studio
English
Submarine prototype maiden voyage:
-- Greetings Crewmembers,
Our submarine prototype has successfully passed its maiden voyage.
No seamen were hurt during these tests (they even seemed to enjoy the experience ;) )
Other adventures scheduled soon!
Captain Pol --. [Poll] Your opinion about Abyss Crew:
-- Greetings, crewmembers,
⚠️We need your opinion about Abyss Crew release. It's very important for us!⚠️
➡️We've prepared a form asking a eight short questions. Would you like to answer it and share the form with your relatives?
Here are the links:
(EN) https://forms.gle/4ee8k5RYk11xdPSj8
(FR) https://forms.gle/SuwcqCv2MQjGURjW7
To thank you, we'll make a draw among the participants to win a key of the game!
We count on you !
Captain Pol, out --
[forms.gle]. [Devlog #1] Moving the Sub:
(see this blog post in French: http://www.abysscrew.com/devlog-1-deplacement-du-sous-marin/ )
We wanted the submarine to behave realistically, particularly in the way it moves through the abyss. That’s why we imagined a submarine with five engines: two at the rear to propel forward or backward and three at the front to steer and stabilize it. A good example for this system is the two-seater canoe: if both people paddle on the same side, the canoe turns in one direction, but when they paddle on both sides, the canoe advances in a straight line. Synchronizing the front and rear engines allows the submarine to move while steering. It also gives the pilot more possibilities for dynamic maneuvers.
One of the first movement panel
However, during playtests, many people were having trouble understanding this mechanic. Operating the submarine was made much more difficult by a user interface that was not intuitive enough. The handling was also complicated: few people managed to coordinate and head in the direction they wanted, and then maintain that heading. It became obvious that this system wasn’t adequate for the player.
Therefore, we changed the submarine handling by reducing engines to forward/aft only, and a rudder to change direction. The user interface was simplified and made closer to what can be seen in a real ship. The controls suddenly became more appreciated despite the inertia: indeed, in reality, a submarine launched at full speed doesn’t stop in an instant, and it takes a while to slow down and stop. It’s the same in Abyss Crew.
Nevertheless, complications emerged, in particular when getting stuck in a corner of the map and unable to get going, as the submarine can’t turn back on itself. It was necessary to set aside realism to facilitate the handling of the ship: a rotation on itself, even when not moving forward, has been implemented*
The corresponding panel
Today, the final version of the mechanics for the pilot has been put in place: with the W and S keys, the player can move the submarine forward and backward, with three levels of speeds, taking into account the effect of inertia. A and D are used to rotate the ship, even when stopped, to avoid obstacles and enemies.
Current -and final- panel
* An Abyss Crew fan reported that azimuth thrusters allow to move sideways, so it's not unrealistic :). [Update] Version 0.94a:
-- Greetings, crewmembers,
The build version 0.94a has been released!
This version was focused on the level design:
-average level size has been decreased
-two new maps have been added
-a trigger system has been coded to include dynamic elements
-we conceived the first three game campaigns: Moby Squid, The Hunt for Red Octopus, and The Diving Dutchman. If you have ideas for cool campaigns, we're open to any suggestion! We got some great ideas already, thank you to the contributors!
Additional changes:
(network) scanning of environment obj_object behaves strangely as a client
(gameplay) reduce scrap quantity
(gameplay) decreased scanning time
(gameplay) decreased standard torpedo loading time
(gameplay) remove lockable target (for gunner)
(graphics) improved bubbles appearance on menu and bridge
(network) on clients, start game button should light only when a game has been started
(gameplay) players should receive incoming calls/transmissions
(menu) options: remap keys
(graphics) differentiate left locked/right locked on gunner screen
The version can be found in the releases section of the Discord server for those who have access to the game.
/!\ Identified bug /! \ The map "Hunt for Red Octopus" cannot be finished, as there is no exit in the level. This bug has been fixed in the future version 0.95.
Captain Pol, out --. Kickstarter campaign started!:
Good day crew,
Kickstarter campaign for Abyss Crew has started![kck.st]
It is running from 23d of February to 18th of March.
By backing now you could have access to the alpha, to give feedback and share your ideas about the game. The game also comes with a discount compared to the future retail price.
And for us, it will allow to fund high quality assets made by young professionals for the game.
Any pledge is warmly welcomed, whatever the price :)
I am counting on you!
Pol Grasland-Mongrain
Abyss Crew Project Leader
Direct link to the campaign: http://kck.st/2ETQ8kA
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