Ahoy! Since the very first day of Early Access in December we received tons of feedback about what people want to see in Tempest. Open world is the most wanted feature. It's not a small task, but the game got such warm welcome from Steam community that we decided to give it a shot. This devblog will be updated on a constant basis by Avreliy.dev. He is a lead developer of Tempest, this project has been his lifework for the last two years and he is extremely honest about what is possible and what is not. This should be interesting. Comments, feedback and suggestions are most welcome.
Hello again!
I`ve been working on the open world non stop and I had no time for this blog. Sorry for that. But now I`m going to report for a number of days.
Day 2
Started setting the scale. First, I need to find the coefficient of correlation between game time and real time. I measured the time needed to go around the Shady Harbor on the map.
Then I did the same thing manually.
It took 13 minutes of real time or 19 in-game days. Coefficient is found!
According to my calculations, it would take one hour to sail from one corner of the map to another. And with battles and repairs it can turn into a real expedition.
Change log:
- Auto battle disabled for now. It`s not working properly in the open world.
- “Escape” button disabled.
- Map time sustained 14 times to match to open world sailing.
- Exact time in GUI.
- A path from your open world sailing on the map.
Day 3
Started working on the visualization of the open world.
Forced unity to make a random island. Turned out to be a bad idea.
Wrote an algorithm for creating islands. Not bad at all for a template
After that I made a bunch of decor patterns, taught editor to use them and got this beauty on the exit.
Change log:
- Created an automatic islandS generation.
Day 4
Woke up at 4 a.m. with a thought of how to connect battles, open world and multiplayer. Fell asleep, woke up again at the morning, wrote everything down in “to do” list, continued to work of the visuals.
Added cities and forts, changed the fog of war. Now it looks very cool and very transparent) And it can overlay the settlement icons.
Hooray! I can see the first city in the open world! Though it looked strange. The city could only be seen from one angle before, so it had been decorated respectively.
Had to finalize locations so they would look presentable.
Pinned the HP icon the way it would be seen from any angle. And it`s 1 a.m. again.
Change log:
- Finished locations in the open world.
- Had a good sleep finally.
Day 5
Made ships HP visible on the map.
City`s and fraction`s names are visible on top of the screen.
The ship on the map now visualized as a ship (unexpected, huh?)
At last a gif of exiting open world into a map.
Change log:
- Made a cool model of a ship on the map
- Made number of changes in GUI