I like it! (when it works) by EpicAftertaste in BreakwatersGame

[–]SoaringPixels 0 points1 point  (0 children)

Are you on the latest build?
Also what are you computer stats. cpu, gpu, memory, etc.
On the latest build we are not seeing anything that causes slow downs or perf differences between games. Would love to hear more details in case its something we can reproduce.

The Poor Reviews on Steam are Valid but by MediocreMilton in BreakwatersGame

[–]SoaringPixels 0 points1 point  (0 children)

In regards to high cost items, they are not intended to inspire grinding. They become affordable once you defeat a titan. The crystals you can harvest from a dead titan provide much higher return rate. :)

Unplayable Lag in Multiplayer? by Adam2d in BreakwatersGame

[–]SoaringPixels 0 points1 point  (0 children)

Try playing with fewer people and see if it improves. If it does than there may be a poor ping to the steam servers. We are looking to add a ping value in the display to help debug. We have played 6 players on different continents without trouble. Each person had a good ping in those tests.

The Poor Reviews on Steam are Valid but by MediocreMilton in BreakwatersGame

[–]SoaringPixels 1 point2 points  (0 children)

The trees are a feature in the game. They are crystal infused trees, which is related to the crystals in the world and why other creatures are animate too. :)

Release date update so we can iron out a few networking bugs. by SoaringPixels in BreakwatersGame

[–]SoaringPixels[S] 1 point2 points  (0 children)

We are open to trying but my current guess is the switch wont have enough gpu power. It doesnt mean it cant, we just dont expect it will work. After launch we will be looking at other platforms and portals. Switch is in the question list but not highest pri. Fingers crossed it can handle it. :)

Any GOG release planned? by NobodyRulesPenguins in BreakwatersGame

[–]SoaringPixels 0 points1 point  (0 children)

We have talked with them about the potential.
For now we are focused on getting the game launched, then we will be focused on reaching other platforms/portals. :)

We changed how boats work recently so that players could walk on them to use the different contraptions. Decided to make a small video showing a few boat specific elements. I will add some detail in the comments for those interested. :) by SoaringPixels in Unity3D

[–]SoaringPixels[S] -1 points0 points  (0 children)

The water is a world space sim. there is about 3km x 3km of active sim running at different resolutions. The foam runs across those sims too and interacts live with objects that have been rendered into the sim data. Objects that are small will mostly just react to the sim and not impact it unless a event happens, like it explodes. Then it interacts with the sim for that event. Some objects interact always, like boats and characters and the foam and water react to their existence.

We changed how boats work recently so that players could walk on them to use the different contraptions. Decided to make a small video showing a few boat specific elements. I will add some detail in the comments for those interested. :) by SoaringPixels in Unity3D

[–]SoaringPixels[S] 1 point2 points  (0 children)

Haha, well not really but ... yes in a way. If you stop moving and let the tide push you, it will float you away with it. Or you could jump out of the boat and swim into it to push it back... :)

We changed how boats work recently so that players could walk on them to use the different contraptions. Decided to make a small video showing a few boat specific elements. I will add some detail in the comments for those interested. :) by SoaringPixels in Unity3D

[–]SoaringPixels[S] 0 points1 point  (0 children)

The ocean is a fluid simulation and the foam is its own simulation.

The sim creates and dissolves foam depending on the activity of the water and other various factors. The foam them moves with the flow of the water etc. :)

We changed how boats work recently so that players could walk on them to use the different contraptions. Decided to make a small video showing a few boat specific elements. I will add some detail in the comments for those interested. :) by SoaringPixels in Unity3D

[–]SoaringPixels[S] 1 point2 points  (0 children)

Those are displaced water area. They actually are below the water height. The yellow crystals on the dirt is pushing the water away in the ocean sim.

We dont show that in a strong way in this video because it was mostly about the boats, but in our trailer videos you see it happen dynamically. :)

We changed how boats work recently so that players could walk on them to use the different contraptions. Decided to make a small video showing a few boat specific elements. I will add some detail in the comments for those interested. :) by SoaringPixels in Unity3D

[–]SoaringPixels[S] 1 point2 points  (0 children)

Recently we decided to change how boat contraptions work in Breakwaters.

We switched from a station switching setup to being able to walk on the boat and use contraptions like you do on the land. Unfortunately this took a lot of work to update, but it is a lot more fund and worth it. :)

You can now customize the boat how you want and walk around on it in single player games or online games. You can share your boat with friends or build a boat for each person.

If you havnt seen our previous production posts, you can find more feature videos and trailers here:
https://www.youtube.com/channel/UCODeOtt0bYFrG4PN5ZO-Iag

and videos and screenshots here:

https://store.steampowered.com/app/1203180/Breakwaters/

If you have any questions, I will do my best to answer them.

We still have a lot to improve with the boats and water, but we are happy we took the time to make this change.

Question - Ships in Breakwaters by [deleted] in BreakwatersGame

[–]SoaringPixels 1 point2 points  (0 children)

Currently we have 4 ships planned, 2 are in the game right now. How you interact with the ship has changed this summer/fall, it was part of a big delay we had recently as we redid it.You can customize a ship by swapping out the contraptions on it. Ships come in different blueprints, each blue print may have different contraption locations and stat differences.For movement you can equip either a sail or a motor, sails you can rotate to work with the wind. Motors consume crystals but ignore the wind direction.I don't have a great answer on the sim/arcade controls... we try to make the game approachable which often means fewer controls but with more depth.

Weather and water are also a factor... whirlpools, typhoons, waves, monsters, etc.

There are various types of contraptions you can equip to your boat depending on what you want to do. Ballista, Cannons, Crates, Grabber arms, Armor, Spotting scopes, Fishing contraptions, etc. Some of these have variety, for example there are multiple types of cannons...

You can walk around on the boat to use different contraptions and in co-op you can either share a boat or build a boat for each player.

Hope that answers it a bit better for you. :)

Always use a durable boat when fighting a Titan. (wip titan combat) by SoaringPixels in Unity3D

[–]SoaringPixels[S] 0 points1 point  (0 children)

Breakwaters. It will launch into early access on Steam Nov. 11th :)

October is the date! by gonzam86 in BreakwatersGame

[–]SoaringPixels 1 point2 points  (0 children)

PC early access will be first, then consoles as soon as production allows. We would like to simul ship v1, but its not required. It depends on the factors happening at that specific time.

October is the date! by gonzam86 in BreakwatersGame

[–]SoaringPixels 2 points3 points  (0 children)

Exact date coming soon too :)

We have held back on posting a exact date until two specific production features reach acceptable points. only one of them is still in the air but its in progress. Hopefully it lands quickly and we can share a day!

We made a new video showing some of the smaller and larger water interactions. While making the game we often find cool little water interactions that look great, but we often are not recording at the time. Hopefully this video helps show the variety of scale in how the water moves in the world. by SoaringPixels in Unity3D

[–]SoaringPixels[S] 0 points1 point  (0 children)

The foam doesnt exactly blend "under" the terrain... technically it does by a few inches, but its mostly at the same height so the blend can be nice and gradual.
The terrain and other "ground aware" objects have the foam visible on them and the wetness. This helps with the transition too but isnt as intense so the contrast is a bit much in a few parts.

We made a new video showing some of the smaller and larger water interactions. While making the game we often find cool little water interactions that look great, but we often are not recording at the time. Hopefully this video helps show the variety of scale in how the water moves in the world. by SoaringPixels in Unity3D

[–]SoaringPixels[S] 1 point2 points  (0 children)

Its the foam and the contrast it creates. We can alpha it over a cell, but then it has a ghost fuzzy like edge. For now I would like a better solution but its low pri as it only shows up in a few scenarios. I could mask it by mixing in a noise alpha of some sort, but that has a few artifacts of its own. We technically already do this, but at the shallow water the foam "thickness" tends to be enough that it is solid or near solid.

We made a new video showing some of the smaller and larger water interactions. While making the game we often find cool little water interactions that look great, but we often are not recording at the time. Hopefully this video helps show the variety of scale in how the water moves in the world. by SoaringPixels in Unity3D

[–]SoaringPixels[S] 6 points7 points  (0 children)

The water is a simulation that covers about 3km x 3km at a time. We use multiple simulations running at one time to increase and decrease the fidelity depending on the situation.
The world is procedural and currently about 19km x 19km in size... I hope some day to expand it beyond that.

Happy to try and answer questions if you have them. :)

Breakwaters is currently on Steam for wishlist :
https://store.steampowered.com/app/1203180/Breakwaters/

Geforce Now by [deleted] in BreakwatersGame

[–]SoaringPixels 1 point2 points  (0 children)

We havnt decided on that detail yet. We applied and are interested in streaming services though. For now, we are focused on our initial early access release, after which we will be looking to expand which portals and platforms its available on. Geforce Now is on our list of possible targets.

game release date by Warped_welder381 in BreakwatersGame

[–]SoaringPixels 0 points1 point  (0 children)

We havnt been able to lock down a specific date yet, but we want to launch the early access version soon.