I’m sorry for not having been keeping up with the monthly updates, but I’m going to take some time to explain where I’ve been as well as doing going further in depth with how I plan the remainder of this year’s development to go!
As some of you may be aware I have graduated college and am currently working for employment, this process has been a bit of a struggle for me, and I am still looking. Unfortunately, because I’m not working, I don’t have the extra income to pay our molders or hire other developers, which is why you have not seen any progress regarding new ships and equipment like you are likely used to.
I have also taken the last couple months to work on other projects for other games I’m interested in. I honestly needed the break, I’ve been working on Pacific Fury and its engine for 4-5 years now, and PSA before that. I still very much enjoy my time with this project and community, but it was certainly time for me to take a break. Thankfully I’m back to feeling refreshed and am excited to continue development!
With that said, I’ve been thinking about the future and planning some of the future development. So, let me take a few moments to describe the remaining systems needed for Milestone 2, and the order in which we are going to get them completed.
First will be targeting. Targeting will have multiple parts, first projectile motion calculations to define which angle the projectile will be fired at to hit a specific ground location. After that is completed, we will move onto targeting of specific entities, and tracking those entities as they move across the ocean. (Targeting will be revisited again when we introduce aircraft, thus adding a new axis to the targeting). Finally, we will introduce a new entity type, probes. Which will include all forms of rangefinders that help and give specific bonuses’ to targeting based on how good they are.
After targeting we get to one thing that I’m very excited for…SOUND! I’ll spend time to integrate a 3d sound engine! This system will not only allow us to play music, but as the “3d” part implies, it will allow sounds to be different based on location. I already have a library planned for this, so it shouldn’t be too bad to get working!
After sound, I want to extend our weapon and ammunition systems to work and allow more kinds of weapons, such as torpedoes and maybe dumbfire rockets!
After this point, Milestone 2 will be completed engine side! Looking even farther ahead, after this point, all the base ship vs ship combat will be completed, and we can start integrating bases. Bases will allow for the construction of buildings on islands, as well as allow us to start the process of homeland management (building ships, tech, etc.). After bases, we hit aircraft, and after aircraft we hit the general gameplay things like upgrading the UI, adding in network functionality, beginning to create all the needed functions for controlling your nation and assets etc. It is worth mentioning, after Milestone 2, I’m going to take time to do some basic engine optimizations and cleanup. I’ve learned a lot over the last few years, and there is still legacy code that needs to be reworked to bring it up to my new standards, but it’ll take some time to rework, and the benefits won’t be initially visible.
We are making good progress, especially considering the small team we’ve got, and I’m expecting to increase the team size as soon as I’m able, so expect development to continue speeding up! As for this month, I’m going to get projectile motion finished, with working cannon rifle elevations, and shooting at stationary ground targets! I may be able to get the entity targeting done, as I don’t think that will take very long.
As always, I’ll be showing you all the development and will be around on the steam group and discord if anyone wants to discuss it! Thank you all for your continued support, it is very appreciated, and I certainly couldn’t do it without all of you, and without the team working with me! Please hit me up if you have any questions or thoughts!
Let the Storm Begin!