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Скачать с ютуб Following Seas -- Preparing for the demo в хорошем качестве

Following Seas -- Preparing for the demo 4 недели назад


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Following Seas -- Preparing for the demo

join the discord: discord.gg/KX9FA7F7eq Wishlist now: https://store.steampowered.com/app/28... Hello - Apologies for the poorer video quality this time around. Bit of a murphy's law lately and I had a number of issues getting it out today. It's been a few weeks. Things are moving though, I'm now fully registered for Steam Next fest, and barring disaster I expect the demo to be available this October. I don't want to go over everything that will be included, but I intend for the demo to be a mix between a playable teaser and tutorial. Expect full control over the caravel, and the ability to freely travel, trade, and explore three small islands. Two of these have not been shown before, so I'll give a brief look at both. The first island: The Watcher is a huge tower, who's original purpose has been lost. It is now home to an isolationist people. The player can trade here, purchasing goods sourced from the seas, and supplying everything else as the island has no airable land or material resources. The second island: Bathis Isle used to be a small settlement and storage site for shipping from a now collapsed Empire. The land is hostile, like most of the known world, but a small outpost remains to harvest the dried and preserved trees that cover the island. This island also implements the first stage of what I'd call environment zones, where the nasty ash clouds will gradually build the closer you come to land, and visibility will become poor. ----------------------------------------------- Other changes include overhauled settings with more readable fonts. I've added numerous graphical options that allow the game to run much better on lower end systems. This particularly includes the ability to remove cloth collisions, and the overall accuracy of cloth physics. I don't recommend this unless framerate is too unstable on the target system, as cloth is a big aspect of the game, but it is definitely playable if you don't mind a lot more clipping in the rigging. Dozens of code improvements, bug fixes, and small optimizations have been done as well, though there's not much to show visually in that respect. I've also added a number of items to the world that give snippets of lore. Lore and world building is something that I really enjoy. And while (at least at the start) Following Seas will not have a direct narrative, it does have a defined setting -- and one I hope players will enjoy learning about through environmental queues, notes, and other simple systems.

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