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Futuristic exploration game in the depth of the ocean after climate change drowned earth. Buy, build and upgrade advanced submarines. Explore the ocean, mine ores and find treasures. But beware! Your not alone! Fight enemies and loot there wrecks!

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Drones, Torpedos and Cargo

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Devlog4

Been slow on posting new updates! Been working on and off trying to juggle family and work also.

We added ui trackers on incoming torpedos to make it easier to spot them from distance in the murky water.
You can still track them using the sonar. This feature will be possible to turn off via settings menu eventually for them hard core players who want more of a challenge.

Ui for tracking incoming torpedosTorpedo Tracking

We also added a new visual effect for EMP hits. During this time the whole Power Core is shutdown.
If hit by multiple EMP torpedos the duration of the blackout will be stacked for each torpedo.

EMP visuals


Next on the list is the Cargo system. Both the backend and the ui has been updated. We now split the cargo into two parts.
First part is the actuall cargo hold containing all the items looted around the ocean. The second part is the torpedo hold. This contains the weaponry players actually can use in combat.

The torpedo hold has to be setup when submarine is in a station. The torpedos added here is the ONLY arsenal you can use in combat. This hold is also size based making you have to plan out what types of torpedos to bring.


Cargo hold


We also added the tracker system to Drones. This to be able to spot your drones easier when further away from the camera.

We also got a basic drone ship repair working. Drones have different "Max repair limits" wich makes certain drone able to repair more or less then others.

Drones being easily spotted when further away from camera
Drone Tracking

We also got alot of bugs fixed during this time and still looking into some stuff thats still abit wonky.
We are still working on mining and ai for the drones and the basic torpedo warfare system.

Hope you guys liked this and please comment down below your thoughts and what you guys wanna se more of!

See ya in the next one!

Devlog 3

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devlog3


Flares

I´ve been continuing the work on the torpedosystem.
Added a countermeasure in form of "flares" . These have a percentage chance of disrupting the incoming torpedos making themself as the torpedo target.

If the flare happens to be in the torpedos path but not its target it will make the torpedo explode on collision.

With the new system you will be able to dispurse 6 flares from the ship with a reload time of 30 seconds.
As long as you have more flares in the submarines cargohold it will autoreload the flares.

Flareslarge

Flares (Not final design)


flare1

Flares dispursed!


Crew

We also started working on the crew side of the game.

You will need to have crew onboard your sub at all times. The crew will handle repairs inside the submarine such as engines, rudders, PC and so on.

The crew will use oxygen so you will need to keep track on the levels.
During repairs and combat the crew uses more oxygen then exploring.


Other then this I have also started adding more sound and started looking at performance and such.
Currently also trying to fix some bugs and started making a list of current ones and we check them off as we get them fixed.

Next devlog we will look into mining and the drones more closely!

Devlog 2

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devlog2

So I've been working on the torpedo system for the game.
There are currently two types.

Explosive

These make mainly damage to the hull of ships. Depending on point of impact the damage will vary and what parts of the ship gets impacted.

Each torpedo have a "impact radius" and can also do damage to submarines systems along with the hulls.

If submarine has shield engaged the damage will be reduces by a pretty great amount. This however will start damaging your shields durability. And also remember that shields drain your PC very fast!


EMP (Electro Magnetic Pulse)

These mainly shortages the Power Cores out making it impossible to use shields etc.
The duration depends on the torpedo class and the softwares and modules on the submarines.

During the EMP duration the Power Core are totally out and you basiclly a sitting duck.

EMP torpedo will do some small damages on the ships hull.

Since EMP torpedos are very dangerous and making you basiclly useless in combat if hit by them we made the shields take the pulse hit but the hulldamage might still occur!


Each missile class has its own speed and damage.
Some torpedos are homingtorpedos and will seek the targets out. They also use prediction meaning it tries to figure out the future location of the target and moves towards it avoiding "tailchasing"

Torpedos
Two torpedo types


There will probably be atleast 1 more type of torpedo before relase and we are looking into countermeasures used in combat.

Currently there are 5 different Torpedos. They all have different damage and speeds

Jellyfish (EMP)
Spearhead (Explosive)
Juggernaut (EMP)
Hullsplitter (Explosive)
Poseidon (Explosive)

More on the torpedos will come later. Will try getting a video up soon showing them in action!

torpedochase

Torpedo incoming!


Devlog 1

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devlog1

Okey boys and girls!

This is the FIRST official devlog for Abyss - A new home! Not really sure how to do this or what you guys wanna see. So please leave a comment if theres anything you guys would like me to change to the next one!

Anyway here we go!

titlescreenupdate

Finally finished the title screen for the game! A basic and simple one but i think it works. Always shows the lastest update and current version you currently have running! (dont mind the logo for now. Will add the final later.)

cargocrate

As mentioned in the first article i posted about some of the features we currently have is the randomized loot crates. Just fixed some issues with the randomness and the actual loot itself. Now it does randomizes as i want.

Theres still a issue with the acutall looting part that im working on. Should be fixed in the next couple of days.

radialmenuupdate

The radial menu has been updated and working alot better. Had some issue with it not showing up as intented. Now its fully customizable and makes it easier for me to add and remove the different buttons and behaviours.

There is however a issue with the fitting of text inside the buttons wich makes the scaling of the text behave odd but im hoping to have that fixed soon also.

diagnostics

Each ship has a diagnostics software making it easy for you to see what parts of your submarine thats damaged.
Parts go visually from white (as in picture) to red when damaged. If a part is semi-damaged it will turn up as yellow/orange. If damaged more then 70 percent it shows up as red.

Also added a ui for easy overview. Will also add ones you mouse over the parts on the UI it will highlight it on the sub!


I guess this will be the end of this devlog for now! Will try to get as much features in as i can in the following ones or atleast the features i think is most important.

I wanna add that all visual stuff is temporary for now. Im not the best at modeling so all visual will change before release. But need to get a decent 3d modeler on board eventually!


Anyways, Hope you liked the first devlog!
Please comment if theres any interest in the game or if you guys have any question!

/Byberg

Current features

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drones

Drones can be used for varies kind of operations. There are several type of drones such as mining drones, repair drones, attack drones.

A player can have multiple drones in there submarines dronebay. Depending on the class of submarine and size of dronebay you will be able to hold up to 6 drones in total as for now. All drones can be used simultaneously carrying out different tasks.

Some drones can not be operated unless requires such as repairs. If ship doesnt have a certain amount of damage the repair drones cannot be used. Repair drones repair different amount of "hp" depending on class of the drone and the type of software your currently running.

For example a lower class repair drone might be able to only repair up to 40 percent of total "hp" and higher classes up to 80%

Drones are still under developement and this might all change befor release!

rlhead

One of the features you will find in the game is lootable crates and containers. They contain everything from modules to ores. The less unique the bigger the chance you will find it.

Some crates can be totally empty since its totally randomly generated.
Crates and containers can be looted directly and does not need drones to be used.

signature

Signatures is a big part of the game. Everything has a signature and works in a couple of ways.
They higher the signature the easier it is to scan with sonar. This goes for ships, stations, enemy subs, ores, crates etc.

The deeper you are with your ship the lower the signature making you harder to scan from a distance. (Based on a sphere around the ship/object). The closer to the surface you go the higher your signature will be and enemy ships can scan you from further away.

Ores however are using signatures based on the ore itself. The more valuable the ore is the lower the signature making it harder to scan.

More on signatures will come later on!

shields

All submarines can be equipped with shields. Shields absorbs some of the damage you take both from enemies and from collisions.

Depending on class on the shield the absorbtion varies. Shield uses alot of power and will depleat the PC (Power Core) faster then most modules on your sub.

Shields should only be used in emergencies to avoid bigger damage from more advanced enemies.

PC 1

Every submarine has a power core handling power output of each module attached. All modules has different power requirements and can only run as long as the power core has enough juice.

Power cores can be upgraded by manufacturing better ones or buying via the market. Different subs can use different classes of power cores.