Welcome to our second monthly Developer Journal. Each month we take a moment to talk with you about the development process and progress from the past month, while also highlighting contributions from the Ahoy community.
These port locations should be something you are excited to visit and explore, rather than simply an approximation, or worse yet an annoyance which provides the expected function but none of the important historical context. When you are able to put the original maps or surviving buildings alongside the in-game counterpart and not only recognise the structures but see their representation at the true scale, it is like stepping back in time.
As a result, Port Royal has paved the way for our future port reconstructions and highlighted many areas of production which will require additional tools to be development to assist us. Namely, the process of placing buildings, roads and foliage will change to include some elements of procedural generation within strict limitations. This will ensure that the overall appearance of future Ahoy towns will match that of the historical reference material, but speed up the development of these towns and remove much of the minutia that is experienced through placing individual trees and clutter.
As we prepare for the release of the Port Royal Experience, more of these interior spaces will be populated with objects, tools and other details to bring each space to life.
Additionally, a lot of effort is going into optimising the town environment as much as possible to ensure it runs well on a variety of hardware. Sadly, our experience with the latest version (5.1) of Unreal Engine 5 has highlighted a few issues in this area, but we are hopeful that some of these teething issues will be resolved once Unreal Engine 5.2 is available.
You’ll notice that unlike the previous tests, the results are much more stable and require far less additional processing to turn into usage in-game animations. The final step in this new Mocap solution is to move the volume to a more permanent location.
One downside to the visual capturing method in Move.ai is that even the slightest camera movement between (or during) takes will completely destroy the output file quality. With our current volume occupying a rather awkwardly positioned dining room, the move to a separate space which can be used completely uninterrupted and without the risk of cameras getting knocked will allow for less repetitive setup each time we choose to record there.
Those that are familiar with the surviving examples at the Royal Museums Greenwich will notice how close we are now getting to the real design of these uniforms.
The live tour was hosted on the Discord server in our special “dev-stream” channel, and we took questions from the community, allowing John to answer them while aboard and able to point out particular highlights of the ship itself.
We have recorded this event for your viewing pleasure. You can watch the video in full here:
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