Update 0.16 - Voids Adrift Development Update: Ship Weapons Progress
Greetings, Nomads!
We're thrilled to share some exciting progress on ship weapons in Voids Adrift. Ship cannons and turrets will be essential for combat, and we're designing them in various tiers to match different gameplay styles.
Early Blender Renders
Concept Deckside Cannons:
Below, you’ll find some of our early concept renders for deckside cannons. These are just a few of the designs we’ve been working on. Currently, we have over 21 different cannons and ship turrets, including several styles of harpoon weapons.
Textured Cannons:
Here are some examples of our textured cannons. The design, color, and shape of these cannons will vary based on the materials you use, ensuring a diverse and customizable combat experience.
Weapon Decay and Scrap System
Scrap Weapons: We’re also developing a system for how weapons degrade over time. Weapons removed from ships, if left unattended, will eventually degrade into non-movable scrap. Players will be able to harvest these scrap materials for crafting and repairs.
Battle Damage:
Weapons damaged in combat will retain their battle scars even after being repaired, unless you replace them at a shipyard. This will add a layer of authenticity and storytelling to your ship’s journey.
In-Engine Optimizations
We’ve been hard at work optimising our models to ensure smooth gameplay. Here’s a quick overview:
Optimization Process:
Initial Models: Below is an example of a model straight out of Blender, originally around 15K polygons.
Optimised Models: After optimization, we reduce the model to about 6K polygons without sacrificing much detail.
Level of Detail (LOD) Profiles: Each model then gets LOD profiles, reducing the polygons further as the camera moves away. This process can bring the model down to less than 3K polygons. At this distance, the cannon will still be recognizable, but the game won’t need to render all the finer details, leading to faster rendering and smoother gameplay.
Rigging and Playtesting
Rigging for Gameplay: We’re currently rigging all weapons for in-game testing. Once this is complete, these weapons will be playable, integrated with our modular component system. This modular approach will allow us to introduce new weapons regularly without requiring full game updates.
Join the Conversation
We value your feedback and ideas! If you’d like to get involved or share your thoughts, join our Discord community. We're always eager to hear from you and incorporate your suggestions into the game.
Thanks for following our development journey, and stay tuned for more updates!
See you in the skies, Nomads!
An Important Message to Our Valued Community
Hello Nomads,
We hope this message finds you well. As many of you have probably heard, Unity Technologies announced a significant change to their licensing model, introducing a "Unity Runtime Fee." This fee is based on the number of users installing games built on their engine, among other factors.
What Does This Mean For Our Games?
Voids Adrift, Voids Adrift: Island Designer, Lone Masts and other titles we have developed are currently powered by Unity. While these changes are noteworthy and will impact the financials of our studio to a certain extent, we want to make it clear: We have no plans to cease development on any of our games.
Future Uncertainty
The future is somewhat uncertain, as it often is in the fast-moving world of game development. While we've enjoyed a fruitful relationship with Unity, these changes are prompting us to consider other options, including potentially porting to another engine in the future.
Committed to Excellence
Despite the evolving landscape, we remain committed to delivering the quality gameplay experiences you've come to expect from us. We're taking these changes in stride and actively exploring avenues that let us continue our passion for game development in the most efficient and sustainable way possible.
A Plea for Understanding
As we navigate these challenging waters, we hope for your understanding and continued support. Rest assured, your satisfaction is and always has been our utmost priority. Your feedback, as always, is invaluable to us as we make decisions for the future.
Thank you for being an integral part of our community.
We'll continue to provide updates as we have more information. Stay safe and keep gaming, Nomads!
With gratitude,
Team ZaviiNet
Game Technical Glitch - Fixed!
Hello,
A Small number of users have reported being unable to run the game due to a missing exe, This Was a Small Technical Glitch with Steams Servers, Please update your game, everything should be working again!
Thanks
- Team ZaviiNet
Voids Adrift Download Information
Good day Nomads,
As you might have seen floating around on the forums / Discord we are currently moving over our content distribution from our own Patching and Delivery system to Steam for all future updates.
Currently we have 3 Branches of the Game
Public
Development
QA
Development and QA are locked via a code which we will be given out to supporters of the Game.
This move is to speed up how content is delivered to you & due to our patching system using unsupported code we feel as if time would be better spent updating the content of the game over the legacy patching system, This means after 16 you will no longer need to patch the game using our ingame Patcher and only need to update via Steam.
We are currently working on testing functionality of this move on our Development branch but rest assured that once testing has complete 16+ will be out for all players.
Thanks for your continued support and we hope to have Version 16+ to you soon!
~ ZaviiNet Studios Team.
0.15 Bugs Life-Cycle + 0.16 Road-Map
Hi Nomads
Thanks for testing 0.14, As we're 1 week into 0.15 we've fixed a few game-changing bugs but sadly we must announce the end of of the 0.15 bug fixing life-cycle
All Future bugs will be fixed in 0.16 as we move over to the next generation of Voids Adrift.
What we have planned for 0.16 (Which can be accessed with the Supporter Role on Discord)
0.16 Roadmap is as follows
Core Ship Flight Basic MP MP Chat System. Syncing Player Movement Inventory Management Player Ship Submission Ship Spawning Ship Movement Synchronisation Ability To Place Shipyard Ship Editor V2 Implementation
Settings In Game Controls Mapping Sensitivity Invert Axis Keybinds
Inventory and Positional Saving Ship Part Crafting Resource Mining Tree Chopping Ore Deposits Random loot Chests Ship Inventory Respawner prefab for ships Additional Cannons Harpoons Player Tools Day night cycle Weather Character Selection + Avatars
We'd Like to thank all who have tested our pre-alpha so far We'll keep you updated as 0.16 progresses
If you have any suggestions you can find suggest it on Our Forums