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Ardent Seas
Oliver
post 21 Sep 2015, 19:24
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Hmm, I was expecting a more darker environment, cause the units have this military look.. But, a part of that, I like that you can customize (correct if i'm wrong) your fleet, with patterns and stuff.
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Sargeant Rho
post 23 Sep 2015, 11:33
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Dark enough? biggrin.gif


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SiR Chaff
post 23 Sep 2015, 11:44
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It's looking good Sargeant Rho.. smile.gif

Btw, is this game gonna be a resource hog ?
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Sargeant Rho
post 23 Sep 2015, 12:04
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So far, it runs pretty well on my PC, and I don't have a very powerful one at that.


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Sargeant Rho
post 26 Nov 2015, 9:42
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Welcome back aboard, Cap'ns!

Today's update consists mostly new new TDN units, as well as some work-in-progress renders, and a little glimpse at things to come. So let's get right to it, shall we?



CG-122 "Wreathe" Class Cruiser

The Wreathe carries siy 8" cannons on 3 turrets, firing special anti-aircraft shells, with these it is capable of projecting a wall of titanium and shrapnel into the air, destroying any aircraft foolish enough to fly through it. Furthermore, it has 6 quad 40mm anti-air turrets, a heavy 4-cell, and two 32-cell Vertical Launch Systems. One of the VLSes is loaded with anti-aircraft missiles, the other with long-range cruise missiles. The heavy vertical launcher is loaded with anti-ship missiles.

Defensively, it has 8 CIWS turrets and 6 30mm autocannons, and a set of flare and chaff launches. Like most Tenorran ships, it's fast but not very well armored. It's best used to escort other ships, protecting them from enemy air attacks.





SCNP-8 "Infiltrator" Corvette

Built with a reverse engineered stealth field generator, salvaged from a destroyed Ravager stealth ship, the Infiltrator is perfect for keeping eyes on enemy fleets without being noticed, as well as sneak attacks. Armed with missiles, a twin 75mm autocannon turret and three 30mm autocannons, it's very much capable of defending itself.

It's primary role however, is to capture enemy ships.





CM-12 Minelayer Corvette

The Minelayer, as its name suggests, deploys naval mines. It uses special encapsulated torpedo mines, which instead of detonating directly, wait for an enemy ship to pass overhead, and then fire their single Torpedo upwards at the target, exploding right underneath it inflicting heavy damage. It can also fire off depth charges, revealing any nearby submarines and damaging them if they're hit.

It's armed with a twin 75mm autocannon turret and two 30mm autocannons for self-defense, and a single CIWS turret. Its fast, but has absolutely no armor, and will be lost quickly under enemy fire.





MC-42B Constructor & C-42 Carryall

The C-42 Carryall is an adopted civilian heavy transport aircraft, used to carry resources from mining platforms to the nearest drop off location. The militarized version has a telescopic refueling rod, radar warning receivers and flare dispensers.

The Constructor was developed from the Carryall, replacing its giant electromagnetic tractor claws with metal powder containers and a manufacturing head, it can build all structures available to the TDN, as well as patch up damaged ships.





DF-21 Littoral Defense Platform

These platforms were originally built as early warning radars on most archipelagos under TDN control, during rising tensions between the TDN and the CPSN. They have fallen into disuse since, but have been modernized in the face of the impending Ravager invasion.

Now they can be upgraded with a variety of weapons, such as the 450mm Railgun turret, for mid-long range coastal defense, and Mjolnir missile silos, for long range defense.

Next up we have some unfinished TDN assets. We usually don't like posting unfinished units, but since this is a big update, let's make it even bigger.



First we have the Battlecruiser, a long-range artillery ship, fast but with weak armor, it's armed mostly with missiles.





Then we have the Helicopter Cruiser, a cruiser-sized helicopter carrier with teeth. It doesn't support all aircraft, only VTOLs, like the Wyverns seen here, the Carryall, and the Air Superiority fighter. One possible tactic we could see this being used with Constructors, to quickly fortify an area of the map with the Floating Fortress.





Which brings us to the Floating Fortress. A large, floating weapons and utility platform that can be expanded from the central core with all sorts of modules, shown here with an unfinished logistics module, which rearms and refuels nearby friendly units.





Shown in this render, is a concept for a special unit skin, available for these two aircraft upon completing certain campaign missions, or perhaps as reward for kickstarter backers in the future.

We also have this Space Shuttle, which will only appear in the Campaign, but more on that in a future update.



Finally, we have some videos and more screenshots!














Follow us on Twitter: https://twitter.com/Ardent_Seas
And Facebook: https://www.facebook.com/ArdentSeas/


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Sargeant Rho
post 6 Dec 2015, 3:12
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I was actually going to make a dev 'vlog' out of this one, but I seem unable to speak properly tonight, so an article it is instead.

-----

Hello everyone,

Given the currently running indie of the year competition, we thought it'd be the perfect time to talk about one of the most important parts of the game: The Flagship



As example we'll use the CSN-71 'Elysia' of the Tenorran Defense Navy.

The Flagship is a nuclear powered amalgamation of a shipyard, an aircraft carrier, a tech center, and a military base, a heavily armored and well armed one, at that.
It functions as the "command center" for TDN players, producing the first available TDN units, such as the Carryall and Constructor, the Command Frigate, and the Strike Fighter, but also higher tech units after progressing further up the tech tree.

The four large rectangular slots on the front of the central hull, and on the right hull as well, are upgrade slots, filled as one advances through the tech tree, adding a unique module for each tech level.
On the right hull, the Elysia features a large double helipad, where two large VTOLs like Carryalls or Gunships can park to be resupplied and repaired.

The left or port side hull features a far more prominent flight deck, with a landing strip on top in the back, and a lower catapult deck, where regular fighters take off from. The Elysia can hold 2 large VTOLs and 5-6 squadrons, each consisting of 3 aircraft.



The Elysia is in no way short on firepower, with its 6 twin 8" gun turrets, omni-purpose vertical missile launchers, and 8 close-in weapon systems, it can easily deal with small groups of enemies, but it's still unwise to use it as an attack unit, despite its enormous pool of hit points, it can't hold up against sustained fire from larger enemy groups.

Another feature of the right or starboard hull is the resource dropoff, here Carryalls can deliver resources harvested by mining platforms.
The central hull features the shipyard, where gunboats, corvettes and frigates can be built, but nothing as big or larger than destroyers or capital ships.

At this point we'd like to give a shout-out to Global Conflagration, a Real Time Strategy game where players take control of the battlefield using the deadliest of weaponry and units in a clash between two powers: The EU, armed with most advanced technology and high tech equipment, or The Awakened, driven by the sole purpose to fight for their freedom by all means possible, including the use of technicals and improvised vehicles.

Global Conflagration shares the same RTS Framework and engine as Ardent Seas.



That's it for today, we hope you enjoyed this little update!

Follow us on Twitter: @Ardent_Seas and on Facebook!


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Sargeant Rho
post 6 Dec 2015, 20:06
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We've got another, smaller article up:

This time we're taking a look at yet another major set of game mechanics: Submarines, using the TDN Type-192 Attack Submarine as our test subject.



The Type-192 is armed with several torpedo tubes effective against ships, submarines and naval structures, along with 10 cruise missile launchers, effective against surface and ground targets, activated with an ability. It's the only submarine available to the TDN, and best suited for ambushes and to hunt enemy submarines.

Submarines can freely switch between diving and surfacing, though heavily damaged submarines will be forced to surface. There are going to be a variety of submarines in Ardent Seas, with different abilities and weapons. Submarines that are out of fuel will likewise surface.
Submarines are invisible to the enemy while underwater. There are numerous ways of finding them, however. When a submarine fires its missiles or torpedoes, or whichever weapon it may have, it becomes visible to all players. Some ships are equipped with special submarine-hunting equipment, such as Destroyers and submarine warfare aircraft.
Depth charges also reveal all submarines in a wide area, and will cripple them if they happen to detonate next to them.

Most ordinary weapons can't fire on submarines. Some units have special anti-submarine weaponry, in the form of torpedoes, anti-submarine missiles and anti-submarine grenades.






For the Coalition Navy, we have planned an much more diverse set of submarines. They will be receiving a submersible aircraft carrier, a submarine warship which is armed with 2 gun turrets that can only be used on the surface, a long-range missile submarine, a hunter-killer submarine, similar in role to the Type-192 shown here, and their harvesting unit is also a submarine.

As always, you can follow us on Twitter @Ardent_Seas, Facebook and IndieDB.

This post has been edited by Sargeant Rho: 6 Dec 2015, 22:55


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Sargeant Rho
post 8 Apr 2016, 0:26
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I've just posted a new, rather humongous update on indie DB: http://www.indiedb.com/games/ardent-seas/n...mongous-edition

Showing off several new units, as well as some new game mechanics. Also includes a few details on what we've got planned for the kickstarter.

This post has been edited by Sargeant Rho: 8 Apr 2016, 0:27


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TimeBurner
post 8 Apr 2016, 11:21
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QUOTE (Sargeant Rho @ 8 Aug 2015, 5:54) *
25€ probably.


And with all that being said
Welcome to piratebay!


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SiR Chaff
post 12 Apr 2016, 12:29
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That generous update biggrin.gif

Implementing ground combat around a naval game is quite interesting.. Hoping for more good stuff happy.gif
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Sargeant Rho
post 26 Apr 2016, 19:09
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Dev blog time!

I had planned to make the first dev blog about the basic gameplay, but I've ultimately decided to do ground combat first.

As mentioned in our previous update: April Update: Humongous edition, we we may do ground combat eventually, in an effort to spice up the island gameplay somewhat. In this dev blog I'm going to go over how it would work, using the island below as a practical example.




The very first thing you want to do if your goal is to capture an island, is to get rid of any enemy ships nearby. Ships can't use most of their missiles against ground targets, but can use their cannons, and those are still rather devastating, even against tanks.

Islands will often have their own defenses, such as anti-ship missile launchers, coastal cannon batteries, surface to air missiles, and also more advanced things, like shield generators and EMP weapons.
Your opponent could also have his own vehicles on the island, if he has a war factory there, even replace the ones you're destroying.

Most structures not destroyed during the capture, will be transferred to the player who captured the island.-



Once the area has been cleared, it's time to bring in the amphibious transports, such as hovercraft, amphibious assault vehicles, and also air transports, like the TDN's Carryall. AAVs and Carryalls can be launched by specialized ships.
In the case of the TDN, the Helicopter Cruiser and the Supercarrier will both be able to do that, though larger hovercraft are deployed on their own.
The Coalition Navy also get a specialized amphibious assault cruiser, and a cargo submarine that can deploy AAVs near the shore.
The Ravagers, as so often, do things a little bit differently, involving a lot of orbital drops and unit cannons. More on that, once we're sure that ground combat will actually go in.

There are several vehicle types, with well defined roles planned.

Amphibious Assault Vehicles: Slow, heavily armored, but weakly armed vehicles, which can traverse the water and go on land on their own, without requiring transport. These are your best friend early in the game.
Main Battle Tank: A well rounded combat unit, with decent armor, firepower and mobility. Best used to destroy structures, MCPs, artillery units, etc.
Tank Destroyer: Fast, lightly armored vehicles with a large cannon, devastating against armored targets, such as MBTs.
Self-Propelled Anti Aircraft Guns: A SPAAG a day keeps the bombers away.
Artillery: Best used to defeat defenses, firing slowly and somewhat inaccurately, but causing heavy damage when they do hit.
Mobile Command Post: The most important unit of all, used to capture islands.
Special: Every faction gets one special unit, that might be a Mammoth Tank, some sort of stealth unit, etc.
Landing Craft: Used to bring regular vehicles, such as Tanks and MCPs onto an island.
Merely getting your assault troops onto the island is only the first step, or second, on the way to your new private island. To actually capture this particular island, you'll first have to get your troops onto its tiny beach, then through the harbor, and into firing range of the Mobile Command Post.

[/size]

As with vehicles in the case of a war factory present, if there are constructors, the defending player can also build more defenses, which might lead to nasty surprises if you're not careful.

Unlike most other infrastructure, defenses will self destruct as soon as the MCP has been destroyed, but that doesn't mean rushing it with a large tank battalion will be particularly effective. Despite its flimsy look, the MCP is actually very hard to kill, due to its own active protection systems, and tons of duct tape.

Everything in this post is subject to change, as the future of this particular feature is uncertain.


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TimeBurner
post 27 Apr 2016, 10:13
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Gorgeous! Sarge,this looks satisfying for a C&C fan! Great job!


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SiR Chaff
post 27 Apr 2016, 10:30
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More gameplay info, yass. Thanks Sarge biggrin.gif

QUOTE
The Ravagers, as so often, do things a little bit differently, involving a lot of orbital drops and unit cannons

Kinda reminds of DoW drop pods and RA3 Bullfrogs (Man cannons pls laugh.gif )

QUOTE
if there are constructors, the defending player can also build more defenses

This got me wondering..
Will the construction placement system be similar to Generals (able to place structures anywhere and make it face any direction as long as there's space) or Red Alert 3 (only able to place structures on cells(dunno the right term) and can only make it face in limited angles) ??
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Sargeant Rho
post 27 Apr 2016, 10:58
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For simplicity's sake, we're going for a RA3-style build grid, with 90°-rotation snap.


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SiR Chaff
post 27 Apr 2016, 11:29
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I was hoping for a mix between the two, but this is a naval game after all so I kinda expected your answer. Still, the game is shaping quite fantastic tho..

Keep up the good work Sarge Rho smile.gif
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Sargeant Rho
post 27 Apr 2016, 17:21
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And another dev blog, looking at our current plans for the core ship gameplay. I've also polished the website a bit more!

QUOTE
Hey everyone, SargeRho here.

We have looked at the Flagship and Submarine mechanics in two previous blogs, now let’s take a look at the current plans for Ships in general. I’ll be going over ships in general first, and then do Capital ships, since they differ from the others in several significant ways, and since we’ve already covered Subs and Flagships, we’ll skip those entirely. Also, Abilities and Upgrades warrant their own dev blog, I think, so I won’t go into detail about those here either.


http://www.ardentseas.com/core-gameplay-ships-and-weaponry/


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SiR Chaff
post 30 Apr 2016, 12:33
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Neat ( pun intended tongue.gif )
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Mirrowel
post 6 May 2016, 13:15
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Looks very good, but i have a question. How big is your team?

QUOTE (TimeBurner @ 8 Apr 2016, 13:21) *
And with all that being said
Welcome to piratebay!

LMAO


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Sargeant Rho
post 6 May 2016, 13:28
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Technically 4 people. But active right now, only Koen and I, Koen doing all of the programming, and me doing all of the art and level design, and we both share game design work.


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Mirrowel
post 6 May 2016, 23:24
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QUOTE (Sargeant Rho @ 6 May 2016, 15:28) *
Technically 4 people. But active right now, only Koen and I, Koen doing all of the programming, and me doing all of the art and level design, and we both share game design work.

Great work on game with only 4 people.

I want to make a game some time in the future(Have a well developed game universe in my head for a year now). I tried to learn unity year ago but got stuck at C#. Hope university will help me with that unsure.gif


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Sargeant Rho
post 7 May 2016, 1:48
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Hah, I know the feeling. While I know the basics of C#, I'd have to do a lot more learning to actually write a game.


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Sargeant Rho
post 8 May 2016, 4:40
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I really need to practice 'public' speaking more.


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The_Hunter
post 8 May 2016, 10:59
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QUOTE (Sargeant Rho @ 8 May 2016, 5:40) *
I really need to practice 'public' speaking more.


I would say so you sound very monotone and dull in that paticular video.
The more excited and pumped you sound when explaining something in a video like that the more hyped and exited people will be about your product (doesn't matter if its a video game or basket of fruit from your harvest).

Or see if you can get someone on board who can do this for you and simply write a script.


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Sargeant Rho
post 11 May 2016, 8:28
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QUOTE (The_Hunter @ 8 May 2016, 11:59) *
I would say so you sound very monotone and dull in that paticular video.
The more excited and pumped you sound when explaining something in a video like that the more hyped and exited people will be about your product (doesn't matter if its a video game or basket of fruit from your harvest).

Or see if you can get someone on board who can do this for you and simply write a script.


I don't know if I can fix my monotone voice :/

I'll get someone on board to narrate any trailers and such from now on, but I'll continue to do the Dev Vlogs.


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The_Hunter
post 11 May 2016, 12:32
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QUOTE (Sargeant Rho @ 11 May 2016, 9:28) *
I don't know if I can fix my monotone voice :/


I'd just loosen up a little more.

Imagine as if you were explaining things to a friend not a crowd smile.gif


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