As I just said one posting ago "working atm to fund WOTA developing time." - and I have some problems on the newer devices (caused by the fillrate problems on high resolution screens) - still experimenting with solutions and tricks to solve it in my spare time.
Today I finally fixed some stuff in the floating system, something I wanted to do already in september: Now it rides the waves like it should. But still some things to add to the floating system. Again filmed from the iPad screen, no eyecandy, no foam/wake, no sky but more u-boats visible. Ignore the mesh error in the ocean, it's just a boundary box problem.
Yes this year. No, more specific is not possible. Life sux and you never know what will happen and cause the next delay. A few hours ago my beloved tomcat died , last three weeks were terrible because of his illness. To honor him, I will use a painting of him as standard conning tower emblem.
I'm sorry man, take your time. Maybe take a vacation or something clear your mind.. Wota is just a game and can wait if it needs to.
I'm sorry to hear that. I love cats too. Take as much time as you need. And take care of yourself, not just the game
A first procedural lightmapping test of the ocean mesh... nothing special visually yet, but it opens new possibilities. Ignore the weird colors, it's just a test. What you see needs about 7% CPU on the iPad and runs at 60fps on all ARM7 devices.
Some more visible improvements: Filmed it running on the iPhone 3GS (runs at 37fps) Actually it looks on the 3GS like above, i've recorded it with the old firewire iSight so colors are darker & different in the movie:
No Retina Display Screenshots here (the one shown was retina but taken from the unity editor), but I have iPad Screenshot, so they are even larger by size. (weird a few minutes ago you asked for screenshots but you edited your posting ) And iPhone 3GS Screenshots:
I edited my post after realising that the first screenshot you posted was a retina screenshot. Anyway those iPad screenshots look very nice too.
Nothing visually, just under the hood. Currently I am still trying to optimize what is really limited on iOS: graphics performance. I fixed the foam shader last night to perform better on the iPad (But anyway frame rate will be limited to 30 fps at the end). I now have much more control over the foam and it even looks more detailed & realistic: New shader vs yesterday:
A few more new screenshots on the website (including H Class Destroyer and Bogue class escort carrier with slightly improved textures): http://www.wolves-of-the-atlantic.com/WOTA/Screenshots.html
I haven't heard anything for about a month now, Ive been wondering how the sinking ship animations will be. Like on the silent hunter pc games all the ships have different ways of sinking. Some take longer than others to. But on the iPhone game they just so and split in two. I'm just very interested in this game. Keep us posted
It depends on what you will hit with the torpedo. Some sections of the ship will cause a faster sink time than others. If you use a torpedo with a magnetic pistol and have a nice shot below the ship then it might split in two. If you hit an storage of explosives then "boom". There is a new movie (periscope view) on the youtube page (actually two new movies, one is a 15 seconds trailer). You can also watch the movie on the NEW WEBSITE, take a look. http://www.wolves-of-the-atlantic.com