Optimization is complete! Memory usage is reduced to 25% of what it was last week and incredibly Atlantic Fleet now uses only a touch more memory than Pacific Fleet.
GUI optimization is also complete with an automated method for lining up buttons with the edges of any sized screen on any device.
There’s still a few balance issues with the dynamic campaign to solve and some final checking and bug fixes to do. However this week should see the first release candidate versions getting built. It is getting close!
With so much coding there’s not been time to shoot some video, so for now here’s a pic of the twins Scharnhorst and Gneisenau weathering an Atlantic storm.
Bug hunting continues and we’re spending some extra time to further optimise memory usage by the game. It is a big job and has already improved game performance and stability but perhaps most importantly will allow the addition of ships and scenarios post-release without being limited by lower end hardware.
Screenshot is a view from HMS Hood on the morning of May 24 1941 with Prinz Eugen and Bismarck 25,000 yards off the starboard bow. The director (binocular) and periscope views can be zoomed 2x, 4x and 8x to aid with identifying and aiming at targets.
We know many of you eagerly await the release of Atlantic Fleet. At this time testing and polishing of the game continues and we’re working hard to make the game bug free and stable across the various devices.
Note that there is no set release date as Atlantic Fleet will be released once we are happy with it and it gets through the review process. Expect more announcements over the next few weeks as we work day and night to get the game submitted to the various stores.
In the meantime, here’s a screenshot of RAF bombers doing their part in a Battle of the Atlantic dynamic campaign.
For more info and discussions visit Killerfish Games over at Facebook.
Its been a few weeks since our last post and as most of you know, that means we’ve been busy!
Today we have some exciting new footage of Type VII and Type IX u-boats being attacked by depth charges and Hedgehog. What’s most exciting about it is the new underwater camera…
That’s right! Atlantic Fleet has a full underwater camera which seamlessly transitions between the surface and underwater to reveal the action both above and below the waves.
Unfortunately we couldn’t get Atlantic Fleet out in time for Christmas.
But rather than leave you empty-handed for the holiday season we’ve put together a quick video showing all of the playable ships currently in Atlantic Fleet.
Even better is that the video is accompanied by the game’s original music score.
Collisions are accurately modeled in Atlantic Fleet. The size of each vessel, their speed, armour and the angle of impact all determine the amount and where damage will be dealt. Incoming vessels usually suffer bow damage while target ships are damaged at the point of impact.
Capital ships can easily cause fatal damage to smaller vessels, such as destroyers, when ramming. However both ships will take some amount damage regardless of size. In addition escorts and other ships can ram submarines at periscope depth.
Collisions also occur between friendly units, especially those in tight formations, maneuvering sharply or with damage to their steering.
Screenshot shows HMS Glowworm colliding with Admiral Hipper which occurred on April 8 1940.
For those keenly watching the unveiling of ships over on the Facebook page you can add Admiral Hipper Class heavy cruiser and G Class destroyer to the list of ships available in game.
Get ready to take command of the Royal Navy and Kriegsmarine in the deadly struggle for the Atlantic during WWII.
Based on the best selling Pacific Fleet, this sequel will build on the proven game play and be packed with dozens of new features, improved graphics, increased realism and a full dynamic campaign.
The game is still in development and more details will be revealed over the coming months, but in the meantime, check out the Atlantic Fleet page and join us over at Facebook (Atlantic Fleet) for ongoing discussion and more information about what to expect in this upcoming game for PC, Android and iOS.
Version 2.10 of Pacific Fleet is now available for all supported platforms. It contains a couple of quick fixes for the Android/Kindle version of the game, but most importantly, it brings the iOS version up to speed with the many recent changes to the game!
What’s new in 2.10
Star shell brightness greatly increased
Ships no longer face away from each other at combat start
Added “Auto Next” feature under Quit Battle page (1 to 3 second delay between auto turn progression)
Fixed TDC/Imp. Detonators not applied to first torpedo fired
IJN ships now lose xp when sunk in campaign
Aircraft attacks must target an enemy before launching
*** on level 1 IJN Campaign now displays correctly on map
AAA upgrade reduced to 8,000 renown, allows M.I.C. achievement
Fixed a bug where a sinking ship would sometimes linger on surface
Fixed a rare bug where turn order broke on an enemy sinking
Manual Clarification: shell damage is multiplied by number of gun barrels firing
Added Facebook link in Help section
Removed sound volume slider (master audio now controlled with device)
Fixed a rare bug whereby achievements could be deleted
Fixed several achievements which would not register or were impossible