Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't plan on released a bugged demo either, that thing will make or break the game. I'd rather have it make it. From this piece of software alone, planning for the future and giving an accurate prediction will be easier.
Until then, thanks for sticking around :)
1. Is there actual gameplay mechanics in effect? Or are all of the videos being posed just scripted events?
Reason being, I've followed a lot of ambitious amateur projects, and one characteristic of all the ones that failed were that they put phenomenal effort into visuals, making sure every rivet has been included on the tank, plane, ship, spaceship, but not actually making a game. (art assets, but no game mechanics).
Is there an actual game behind all this content, or are they for the most part just renders or scripted events?
Thanks.
Thank you for your questions.
In my opinion, game development doesn't really work in ways that make such a description totally accurate. Allow me to contextualize further these assumptions, if I may.
Making art isn't quite enough - obviously the underlying mechanics have to be implemented so as to have that kind of result to begin with. 3D models don't animate by magic only, you need flight models. Aircraft, so as to fly, react and attack in formation, need to be running an AI routine that describes their behavior, and they have to adapt to an evolving, dynamic situation. This is what you see in the battle happening in these videos. Things never happen the same way twice. Not sure what you meant by "scripting" but there you go, stuff do happen. The fact that we are using our own engine and had to code things from the ground up also means that zero shortcut is made.
In regard of gameplay mechanics proper, allow me to point you in the direction of this video from last Summer, which shows a few menus in action (and how they were already working back then, obviously)
https://youtu.be/Nj-1gcNLSlY?si=Kxw5z7U2yD5c1A6U
If by scripting you mean that the US & the Japanese carriers are scripted to scramble a CAP at the beginning of the scenario, well it's true. Because they were ordered so by the designer of the battle, using tools which are the same you'll be using in-game. The hands-off approach you see in the current limited playtest is mostly a matter of making sure that all these routines will be thoroughly tested through hundreds of runs before we let the testers actually run the gameplay themselves.
First phase was mostly about brute testing the software on as many configurations as possible, so that we could check if there were gross hardware or software incompatibilities we should be aware of (there were, they are now corrected). Next step are obviously gameplay mechanics themselves, which are right there, but just left inactive so that we can focus on the technical aspects of all things before we get to hunt down the odd window that doesn't close, or mouse pointer that disappears.
Hope this helps! :)
Cheers
Hello there
I wish it was that easy, but it's not the call of the devs or the publishers.
As you can see on the update page of our SteamDB entry, the release date was updated on January this year.
https://steamdb.info/app/1281220/history/
It used to be "To be announced", but due to Steam streamlining this info on all store products pages automatically and getting rid of customized mentions, it is now "Coming soon" for every single piece of software that does not have a defined release date - cf. this post
https://store.steampowered.com/news/group/4145017/view/3289340571611574691
Hope it clarifies the whole thing.
Cheers!
Will there be a German manual?
The more you ask questions regarding the release date, the more I gotta take some time aside, even when it's about repeating what has been said since the beginning: ready when ready. ^^
Until we get the demo out of the door, we're not talking dates, besides the fact that we're working hard to make something big ASAP. The original expectation to have third party people "play" something in 2023, through what was provided to contents creators, has been met. I sure hope those who doubted now acknowledge that it's not vaporware. As for the rest, it will come in due time. Can't promise a demo by the end of the year unfortunately, considering it will also be part of a larger push along that kickstarter project.
As for a German manual, a bit early to say. Allow us to make a proper English manual first, then we'll see.
Cheers
What is on Kickstarter? I'd take a look.