We have been working on the tech demo for about twelve weeks now. Discuss this update or the game in general at the community here
Loaded the entire world map, and created a system to instantiate chunks of it as the player transverses it. Next steps are adding some base vegetation and terrain texturing.
Rolled back the more complex particle effects for rain, and left only the simplest one, for now, we need to invest some more time researching.
Introduced a “modifiers” system in order to correctly affect the scene based on the day and night cycles, and the weather, from multiple subsystems. Used it to affect the lighting and FOV based on the different rain levels.
Added a “sunset” effect using color temperature postprocessing.
Tied weather transitions to the passing of time of the day (instead of real-life time).
Also displaying current weather on HUD now.
Added storm clouds forming when the weather is “heavy rain”. These clusters of clouds travel quickly to the player, engulfing and taking him to the “Storm mode”. Still working on the appearance of these.
Tweaked storm mode to fix interactions with time compression and the weather system, and to make controls more difficult.
Added a first iteration of the “Man overboard” event to storm mode, the player must choose between saving someone who fell from the ship, risking introducing more damage to it during the storm, or leave him behind causing a drop on the Expedition’s morale.
There was a complete design iteration over the “Campaign Details” flow, integrating the preexisting “Historic Campaigns” and “World Mode”, and leading to a relayout of it. Players will be able to either pick any of the historical campaigns or “create” their own, by creating his character and setting up his expedition’s starting place, time and conditions.