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Weekly Progress #43
October 07, 2022
by
Commodore Shawn
1
What's New The past week as been... interesting in terms of real life, but I've managed to make some headway on the territorial control mechanics reference last time. Right now it appears to be fully...
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Weekly Progress #41, #42
September 30, 2022
by
Commodore Shawn
1
What's New The last few weeks have been pretty busy for me here on Earth, so Xenosea has been a little quieter. But there's still some shiny new updates to show. The Hellstorm turret, and by extension...
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Weekly Progress #40
September 17, 2022
by
Commodore Shawn
What's New This week has been spent on updating a bunch of small things. Improving the user experience, fixing some bugs and small issues, stuff like that. I also started playing around with a beam ty...
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Novarus Update
September 09, 2022
by
Commodore Shawn
1
What's New Quite a lot is new this week. Novarus is in, with new factions, submarines, gun turrets, torpedoes, and stations. There's a new docking tower model, bringing them up to the standard of the...
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Weekly Progress #38
September 02, 2022
by
Commodore Shawn
What's New I released the procedural station rework this week, paving the way for adding new content, and laying the groundwork for eventually letting the world grow and change during gameplay. Along...
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Weekly Progress #37
August 26, 2022
by
Commodore Shawn
1
What's New Most of this week has been spent on station generation. The only thing left to do is support for "cave stations" like La Grotte, and playtesting. The entire existing economy has been rebala...
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Weekly Progress #36
August 19, 2022
by
Commodore Shawn
1
What's New Starting the week off I finished up the work on fixing trade and patrol AI, so you can now see AI subs travelling the world doing work like they should have all along. This adds a measure o...
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Weekly Progress #35
August 12, 2022
by
Commodore Shawn
1
What's New This week started with revisiting the stations, improving the terrain preview tool to allow the stations to better match the terrain. Defensive towers were added as well. Defensive towers a...
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Modular Submarines
August 05, 2022
by
Commodore Shawn
4
What's New Got over COVID, it sucks. It's a been a busy week. Following the initial release of the module based sub refactor on Monday basically every day has had a pattern of playtesting at night, an...
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Weekly Progress #33 - A House of Plague
July 29, 2022
by
Commodore Shawn
2
What's New The rework of the modular sub system is theoretically all done, but I haven't had the energy to finish up and verify things due to the whole house coming down with COVID. Nothing life threa...
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Weekly Progress #32
July 22, 2022
by
Commodore Shawn
2
What's New Much like last week, this week was spent on the new sub customization system. It's "working" but sadly not ready for release yet. The good news though, is that almost all the hard work is d...
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Weekly Progress #31
July 15, 2022
by
Commodore Shawn
2
What's New This week was spent going through the mechanical guts of submarines and reworking them to use the module based system detailed last week. The mechanics changes are all in place, and the AI...
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Weekly Progress #30 - New UI
July 08, 2022
by
Commodore Shawn
3
What's New The big new feature this week is finishing the UI rework done with Parecek. It should be fully functional, but I appreciate any feedback or bug reports. In addition to the UI, a bunch of sm...
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Weekly Progress #29
July 01, 2022
by
Commodore Shawn
2
What's New In terms of what was released this week, it's a combination of bug fixes, polishing tweaks, and wrapping up the Death of the Fitzgerald quest. Patch Notes Change minisub armor to 0. Guard a...
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Weekly Progress #28 - Nothing to Show Yet
June 24, 2022
by
Commodore Shawn
2
On the surface, nothing was released this week. Beneath the surface, though, I've done a lot of work on dialogues and quests. The Death of the Fitzgerald quest is nearly ready for release, but I just...
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Weekly Progress #27 - Yet More Polishing
June 17, 2022
by
Commodore Shawn
2
What's New Despite what I'd planned, I ended up spending most of this week working on polishing and bug fixes. Among the highlights are a major improvement to diver navigation, now repair divers can r...
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Weekly Progress #26
June 10, 2022
by
Commodore Shawn
2
What's New This week focused on two major areas of improvement and a whole host of polishing and bugfixes. Sonar Changes As I described last week, I changed the way sonar detection works, so that faci...
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Weekly Progress #25 - Polishing
June 03, 2022
by
Commodore Shawn
2
What's New This week was mostly spent on polish and bugfixes. I feel like xenosea is close to having a really solid core, and I want to get that nailed down before I start fleshing out more of the wor...
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Weekly Progress #24 - Getting Places
May 27, 2022
by
Commodore Shawn
1
What's New It's been a productive week. Late last week I discovered that after reworking all of the subs for the new custom drag solution ocean currents were now so strong as to make subs unable to mo...
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Weekly Progress #23
May 20, 2022
by
Commodore Shawn
1
What's New Last week was a pretty productive week for Xenosea. I started out with some UI and control improvements for weapons. This includes a cleaner UI for turrets and torpedoes, as well as systems...
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Weekly Progress #22
May 13, 2022
by
Commodore Shawn
1
What's New This week I spent a lot of time working on galeflows and currents. They are now displayed on the map, as you can see above, but I'm not really happy with how Galeflows are shown. I spent a...
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Weekly Progress #21
May 06, 2022
by
Commodore Shawn
1
What's New The work this week has primarily focused on making the world more interesting to travel in. The work is far from completed, but it's well underway. The first step was modelling ocean curren...
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Weekly Progress #20
April 29, 2022
by
Commodore Shawn
2
What's New Most of the work this last week has been on the new conversation system. This system is less personalized than the Clyde based system in use in Open World Test, but will allow me to scale t...
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Weekly Progress #19
April 22, 2022
by
Commodore Shawn
1
What's New The big new feature this week is the map screen. The game now tracks specific points of interest (just stations for now) that you've discovered, and shows them on the map globe. You can als...
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Weekly Progress #17, #18
April 15, 2022
by
Commodore Shawn
Sorry for missing last week, but vacationing with little kids really takes the energy out of you. What's New Most of the work in the past two weeks has been around missions. Patrol missions are now fu...
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Weekly Progress #16
April 01, 2022
by
Commodore Shawn
1
What's New I got distracted from working on the AI positioning and docking issues, instead I spent most of the week adding several pirate factions and stations to the Hudson area. These stations don't...
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Weekly Progress #15
March 25, 2022
by
Commodore Shawn
1
What's New AI subs are now visibly travelling the world, creating and removing detailed simulation representations based on proximity to the player. They have a little trouble docking while the player...
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Weekly Progress #14
March 18, 2022
by
Commodore Shawn
What's New There's a new game mode on the main menu. New Campaign launches the game proper, not on a test map. Right now you start in Hudson, 20 km or so from Northburg. Eventually there will be a sor...
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Weekly Progress #13
March 11, 2022
by
Commodore Shawn
What's New The economy for Hudson has been fleshed out, with stations producing and consuming a variety of commodities. Each station also supports a number of AI subs that travel between the stations...
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Weekly Progress #12
March 04, 2022
by
Commodore Shawn
What's New I spent a couple days last week working on a new material and shader for the ground in the open world. This allows the ground texture to change based on the local slope and fertility values...
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Weekly Progress #11
February 27, 2022
by
Commodore Shawn
What's New This weekly update is a bit late, but rest assured that work on Xenosea is proceeding nicely. This week started out with work on tools for building stations for the full game. Then I starte...
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Weekly Progress #10
February 18, 2022
by
Commodore Shawn
What's New? In terms of released features, nothing. In terms of unreleased features, Lots. World Generation The moon has shrunk, from a radius of 800,000 m down to 200,000 m. This was done for a coupl...
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Weekly Progress #9
February 11, 2022
by
Commodore Shawn
What's New I wrapped up the cargo scanning feature as mentioned last week, and expanded upon contraband and smuggling. There are now AI smugglers attempting to carry glitterweed from the pirate bases...
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Weekly Progress #8
February 04, 2022
by
Commodore Shawn
What's New In terms of what's been released, last week was mostly a bunch of small things and new content. The battle map has a new option for Novarus, the Hammerhead. The Hammerhead is a dedicated ca...
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Weekly Progress #7
January 28, 2022
by
Commodore Shawn
What's New In a sharp contrast to last week, quite a lot. The first quest and dynamic reputation, as discussed last week are completed. In addition Minisubs are in, with three submarines in game curre...
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Weekly Progress #6
January 21, 2022
by
Commodore Shawn
What's New Looking at the patch notes (there aren't any) it's been a pretty dull week. I've been busy on some large features, neither of which are finished yet, hence no releases. Quests Most of the w...
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Weekly Progress #5
January 14, 2022
by
Commodore Shawn
1
What's New The big new feature this week is NPCs and conversations. These don't have a direct mechanical influence yet, but they add some nice flavor and background to the world. Soon, though, they'll...
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Weekly Progress #4
January 07, 2022
by
Commodore Shawn
1
What's New The new big feature this week is divers. The maneuver panel to the bottom left can now be swapped to a diver control mode, letting you perform repairs and salvage operations. These divers a...
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Weekly Progress #3
December 31, 2021
by
Commodore Shawn
What's New Buying Torpedoes, Turrets and Submarines This week the major focus has been on spending money. Trading and missions (and now bounty hunting) in the Open World Test map allow you to build up...
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Weekly Progress #2
December 24, 2021
by
Commodore Shawn
2
What's New Another week of work on the World Test map, finishing up work on missions and starting to work on player upgrades. In addition to the previous trade missions there are now patrol missions...
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Weekly Progress #1
December 17, 2021
by
Commodore Shawn
1
What' s New This last week I've been working on features for the "World Test" map. "Battle Test" is pretty much complete, as it was meant to just test out movement and combat, and ensure the basic loo...
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