Jun 17
Abyss Crew - Pollux568
-- Greetings, crewmembers,

As promised, we made a draw among the survey participants.
And we have the pleasure to announce that Pablo L. has won a key of the game!
In any case, thank you to all who have participated to the survey, it is really helping us ;)
If you missed it, you can still answer there:
(EN) https://forms.gle/4ee8k5RYk11xdPSj8
(FR) https://forms.gle/SuwcqCv2MQjGURjW7
More information about the development of the game soon!

Captain Pol, out --
Abyss Crew - Pollux568

For the front weapon of the gunner, we wanted to get a quick and versatile weapon, in opposition to the torpedoes, harder to handle but stronger.

In this scope, we designed “the harpoon”, a weapon did not need to be loaded manually, had a limited range, made some damage, and was recovered after each shot.

We had difficulties to find a proper balance between making it truly useful and encouraging players to use torpedoes. We tried many damage, speed and range parameters, but we were never satisfied.

The harpoon was then transformed into what has been named the “flechettes”. It was a sort of miniature torpedoes: flechettes made low damages and were automatically reloaded with infinite ammo. The range was widened, while its maximum angle was reduced so that the weapon was not overpowered… It didn’t really work as we planed: unlimited ammo made it too easy for the gunner to use many flechettes instead of carefully loading and firing a limited reserve of torpedoes. We increased the number of flechettes required to destroy an enemy or a obstacle, but it lead players to spam it, which is not what was intended!

We then got back to the initial idea, a weapon which reels back after each shot, has a short range and do little damage. It proved to be a good complement to torpedoes: it can be easily fired at any time, but torpedoes are much more efficient.

But we realized that players used it for everything, including to destroy rocks and other obstacles: it didn’t fit with the lore of the game (destroying a piece of rock with a harpoon?). And the amount of damage was hard to define: too high, and the torpedoes were not useful anymore; too low, and people spammed it to destroy a single enemy or obstacles…

So we decided to transform the harpoon in an “attractor”: it could attract crystals, scraps and other metallic obstacle towards the submarine. It gave something to do for the gunner outside combat, and it fitted better with the lore.

However, a last problem appeared: in some occasions, the submarine could become stuck if the gunner attracted an obstacle too close to the submarine!

We then added the “repulsor” mode for the front weapon, which works similarly as the attractor but in the other direction, so that the gunner always have an option to repel any obstacle and avoid the submarine to be stuck. And to switch from the attractor mode to repulsor mode, the gunner simply has to double press the front weapon selection key (“W” by default)!
Abyss Crew - Pollux568
-- Greetings, crewmembers,

⚠️We need your opinion about Abyss Crew release. It's very important for us!⚠️

➡️We've prepared a form asking a eight short questions. Would you like to answer it and share the form with your relatives?

Here are the links:
(EN) https://forms.gle/4ee8k5RYk11xdPSj8
(FR) https://forms.gle/SuwcqCv2MQjGURjW7

To thank you, we'll make a draw among the participants to win a key of the game!
We count on you !

Captain Pol, out --
Abyss Crew - Pollux568
-- Greetings, crewmembers,

The build version 0.94a has been released!

This version was focused on the level design:
-average level size has been decreased
-two new maps have been added
-a trigger system has been coded to include dynamic elements
-we conceived the first three game campaigns: Moby Squid, The Hunt for Red Octopus, and The Diving Dutchman. If you have ideas for cool campaigns, we're open to any suggestion! We got some great ideas already, thank you to the contributors!

Additional changes:
(network) scanning of environment obj_object behaves strangely as a client
(gameplay) reduce scrap quantity
(gameplay) decreased scanning time
(gameplay) decreased standard torpedo loading time
(gameplay) remove lockable target (for gunner)
(graphics) improved bubbles appearance on menu and bridge
(network) on clients, start game button should light only when a game has been started
(gameplay) players should receive incoming calls/transmissions
(menu) options: remap keys
(graphics) differentiate left locked/right locked on gunner screen

The version can be found in the releases section of the Discord server for those who have access to the game.
/!\ Identified bug /! \ The map "Hunt for Red Octopus" cannot be finished, as there is no exit in the level. This bug has been fixed in the future version 0.95.
Captain Pol, out --
Abyss Crew - Pollux568
-- Greetings Crewmembers,
Our submarine prototype has successfully passed its maiden voyage.

No seamen were hurt during these tests (they even seemed to enjoy the experience ;) )

Other adventures scheduled soon!

Captain Pol --
Abyss Crew - Pollux568

-- Greetings, crewmembers,
Here is a picture of the submarine we're currently creating. We still have to add portholes, lights, and many other stuff. You'll see it if you come see us in festivals!
Captain Pol, out --

Apr 22
Abyss Crew - Pollux568
-- Greetings, crewmembers,
Here is a new interview of the Abyss Crew Captain (in French ), by Alexandre Seve:

When the interview was recorded, the early access date was not defined, but now it is scheduled 🤫 - and we'll announce it soon with all the details :octopus:
Captain Pol --
Abyss Crew - Pollux568
He had often wondered if those who took part in such a bold undertaking truly realized that since the beginnings of the History of Mankind in the Sumerian plains, there had been no greater or nobler enterprise.

Indeed, what greater endeavour than to liberate men from the chains of the monarchs!

Thirteen colonies in a brave New World would become the vanguard of liberty and equality for all of the Lord’s children.

Thirteen colonies would unite to create one great Federation.

Read the rest
Abyss Crew - Pollux568
(see this blog post in French: http://www.abysscrew.com/devlog-1-deplacement-du-sous-marin/ )

We wanted the submarine to behave realistically, particularly in the way it moves through the abyss. That’s why we imagined a submarine with five engines: two at the rear to propel forward or backward and three at the front to steer and stabilize it. A good example for this system is the two-seater canoe: if both people paddle on the same side, the canoe turns in one direction, but when they paddle on both sides, the canoe advances in a straight line. Synchronizing the front and rear engines allows the submarine to move while steering. It also gives the pilot more possibilities for dynamic maneuvers.

One of the first movement panel

However, during playtests, many people were having trouble understanding this mechanic. Operating the submarine was made much more difficult by a user interface that was not intuitive enough. The handling was also complicated: few people managed to coordinate and head in the direction they wanted, and then maintain that heading. It became obvious that this system wasn’t adequate for the player.

Therefore, we changed the submarine handling by reducing engines to forward/aft only, and a rudder to change direction. The user interface was simplified and made closer to what can be seen in a real ship. The controls suddenly became more appreciated despite the inertia: indeed, in reality, a submarine launched at full speed doesn’t stop in an instant, and it takes a while to slow down and stop. It’s the same in Abyss Crew.

Nevertheless, complications emerged, in particular when getting stuck in a corner of the map and unable to get going, as the submarine can’t turn back on itself. It was necessary to set aside realism to facilitate the handling of the ship: a rotation on itself, even when not moving forward, has been implemented*

The corresponding panel

Today, the final version of the mechanics for the pilot has been put in place: with the W and S keys, the player can move the submarine forward and backward, with three levels of speeds, taking into account the effect of inertia. A and D are used to rotate the ship, even when stopped, to avoid obstacles and enemies.

Current -and final- panel

* An Abyss Crew fan reported that azimuth thrusters allow to move sideways, so it's not unrealistic :)
Abyss Crew - Pollux568
— Greetings, crewmembers,

Version 0.93h is out! You can download it in the #releases section of our Discord server for the Kickstarter contributors.

This is a major update with brand new interfaces for the Pilot, the Sonar and the Gunner, a brand new tutorial and a new super cool chat system!

Major changes:
-gameplay added a chat/info system
-gameplay redesign sonar actions
-graphics new pilot interface
-graphics new sonar interface
-graphics new gunner interface
-level design Create a tutorial
-bug avoid putting : in the player name
-graphics X/C to change help screen : display directly on each panel
-bug put : after player name in the lobby
-level design add crystal when boss is destroyed
-graphics add light for alarms
-graphics set any UI impossible command in red
-graphics change engineer color in yellow
-graphics make rotating grid (north/south/east/west) for all views
-graphics redo gunner grid, and make it disappear when unzooming
-graphics design front weapon graphics
-gameplay engineer should be unable to unzoom
-gameplay improve tutorial messages
-gameplay add torpedo target distance (not only direction)
-gameplay make new aiming system for gunner
-gameplay set processor=crystal, energy and scrap reserve for engineer
-gameplay 3 rear modules : flare, decoy, bait
-gameplay replace front weapon effect by stun ?
-gameplay find an action for the space bar for the sonar player
-gameplay hook not enough visible
-gameplay improve submarine displacement by pilot
-gameplay replace front weapon by hook (which grabs crystals/scrap)
-gameplay replace dash by emergency mode (acceleration and rotation greatly improved)
-gameplay energy is lost if engineer fills a full jauge
-gameplay energy module upgrade: reserve should be higher (instead of slower decrease)
-bug when go back as pilot as normal, comes back at -1/2
-bug torpedo count is wrong on gunner screen

Captain Pol, out —


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