
Fall of the Titanic
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Temporarily Unable to Work on GameAug 18, 2016 - Community AnnouncementsHello everybody, Due to not having any time, I will not be able to work on the game for a couple of months. I will return to work on it once I have the time, but I sadly do not have that right now. That is also why I have disabled the purchase button for that period, as I feel like the people who bought the game should still be able to play it, but I feel like it's unjustified for new people to buy the game when there is no work put in it at that point. Maybe you disagree on that, but it makes me feel better to halt sales when I'm not able to work on the game. I also plan to change some stuff in the game before it is put back on, just to sharpen and reflect the intent of this game. I hope everyone that still follows this game understands this decision, so I can continue development later. Thank you.Museum Mode Update 2 (1.1.4)Jul 17, 2016 - Community AnnouncementsHello everybody, This update is a continuation of the work on Museum Mode. In this update I have added a couple new rooms and areas to Museum Mode. Be aware that they are not completely finished yet, but you can explore them already. I have also started working on a light and model render system for Museum Mode, to improve framerates as the map grows. Here is what I added: - First Class Dining Saloon (some things still have to be changed or added such as the walls and better chairs) Note that the chairs in the dining saloon are quite simplistic, as they have to be low poly to maintain good performance due to the huge amount of chairs in that room. I will add some detail textures to those. Performance might dip a little bit at the far end of the dining saloon. - Scotland Road. This is a small section of Scotland road that leads to the third class dining saloon. - Third Class Aft Dining Saloon. This room is quite bare and unfinished. I had the tables numbered, but the models for the numbers bugged out, so they will be added later again. - First Class Turkish Bath Cooling Room. Some models still need to be made and added to this room, but it is close to being finished. - A rendering system for chairs, details, and lights is under construction. This can clearly be noticed when entering the dining saloon. (Toggling lights and near clipping chairs) I want to improve this system, so that eventually, the game will only render what is being seen. So that means if the player is standing in the cooling room, nothing else but the cooling room is rendered. Of course this will have to be seamless. For the next update, I am planning to improve the third class dining saloon, as well as include the forward section of the saloon. I will also try to work on further developing the hallways, working towards the aft Grand Staircase. I have read that people want a sinking mode in Museum Mode, and I will certainly add that, maybe next update already. It won't be too fleshed out, but I will find a way to incorporate a sinking simulation into Museum Mode. Anyways, that is all for now. Thanks for keeping up!Update 1.1.3 (Museum Mode)Jun 19, 2016 - Community AnnouncementsHello everybody, In this update, I have added the first version of Museum Mode. This mode aims to give players a relaxed, informative experience while exploring the Titanic. It is similar to Explore mode, but it is more accurate, has night time lighting, and runs a lot better. (Look at images in previous update) You will notice this especially when loading the mode. This is one of the main goals of the mode, so I will highly prioritize performance. You can compare this mode to visiting the Titanic movie set if it were preserved, or what the Olympic would be like if it were not scrapped. I intend to keep working on this mode, and expand it to reach the size of explore mode, but without all the issues. So what you can play in this update is only part of what it will be, and is still work in progress. So if you see anything troublesome or bad, I would appreciate if you could take some screenshots. I will keep working on this mode, as I feel like this is the perfect substitute for explore mode, as that mode has a lot of bugs, and cannot be played by a big amount of players due to technical limitations. Thanks for keeping up! Update 1.1.2May 21, 2016 - Community AnnouncementsHello everybody, This new update contains multiple things, and I also have some news. The patch today will add: -Room B-58 is furnished and textured. I have added and decorated this room upon request from Public Inception. This was a medium-sized first class room, which was extensively decorated. It can be found next to the Private Promenade Room (B-52) - I have also added the Palm Court Cafe. You can access this room by going to the Smoking Room (explained in last update), and then going through the revolving doors in the back. The cafe is quite small, as in real life, and has window-shaped mirrors, and a view on the electric cranes on the back of A-Deck. Furthermore, here is something I have been working on. A lot of the lag and especially memory usage of explore mode is caused by the details of the models, and the bad optimization of sketchup models. Therefore, I have started to remodel the first class areas with lower poly counts. This leads to better memory usage, availability of night time lighting, and manipulation of the game world (better sinking in explore mode). This building I'm doing right now is in the engine, but not yet accessible in game, but will be soon. Here are some images of the grand staircase with night-time lighting: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/11036104/eaaccfa6d2aff8f64d238e3130c835e1996a51d1.png http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/11036104/1369fb78a0e5c44911a7946ed8d2cda6e2724713.png http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/11036104/24344cae7fa107356eb239c38ce2d7281c542935.png http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/11036104/da3c978c851f7d2e52874638d8a56983e3529d18.png I will continue to work on this and hopefully soon put them in game, so that you guys can see it progress yourself. Thanks for keeping up!Smoking Room Update (1.1.1)Apr 16, 2016 - Community AnnouncementsHello everyone, I have finished the Smoking Room till the extend that it is ready to be in the game. So now you are able to enter Titanic's Smoking Room in Explore Mode. I hope you will enjoy this, especially for Titanic fans, as this is one of the most beautiful rooms the Titanic featured. Some details are not there yet, like the variety of stained glass windows in the room,(I only used a couple of different stained glass artworks) and some decorations such as the lions at the fireplace, or windows at boat deck. Also, the painting in the room is not correct, as it is Olympic's. I will update that once I find a good image of Titanic's. The room is one of the most detailed in the ship right now. To find the Smoking Room, you will have to go up to A deck at the aft Grand Staircase, and walk towards the door with the lit-up "Smoking Room" sign above. Please let me know if you find any inaccuracies or useful facts about the room, as that would help a lot. The next step along with NPC's will be adding the Verandah and Palm Court Cafe, which will be accessible from the smoking room. Thank you for keeping up with the game! Progress UpdateApr 8, 2016 - Community AnnouncementsHello everybody, It has been quite a while since I uploaded an update, so I wanted to update everybody on what is going on in development right now. I am still working on the NPC update, which takes a long time to complete, so I am also adding extra content and fixing bugs in the meanwhile. One of the biggest things that will be added to explore mode in the next update is the First Class Smoking Room. I am currently still working on modeling it, but here is a preview of the room. Smoking Room Preview The room is still quite undetailed at this point, but I will add details over the next couple of days, increasing the amount of decoration in the room. After this room has been added to the explore mode, I will start working on the Palm Court and Verandah Cafe's. I'm sorry for the lack of information lately, but know that I am still working on the game! Thanks for keeping up! Update 1.1Feb 27, 2016 - Community AnnouncementsHello everybody, here is the current update. I wish I could have finished for the NPC update to happen now, looking at the fact that we're at update 1.1, but that is not here yet. There are some graphical changes though. Here is what this update adds: - In Explore Mode, a lot of areas have better reflections that reflect a better representation of the ambient light in that space. You will notice the difference mostly when looking at the tiled floors, like the ones in the First Class Grand Staircase. This effect I think improves the general atmosphere quite a lot in explore mode. - In Explore Mode, the ropes connecting the Funnels to the deck are now added, so there are no pieces of rope standing up, leading nowhere. - In Explore Mode, a number of first class areas feature electric radiators now. These can be found in the Forward and Aft Grand Staircase Areas. - The cherub statues at the grand staircases have updated textures, which look darker, and more realistic than the former overly bright-gold look. - The golden grand staircase decorations' textures are also updated to look more realistic and shiny. I do feel sorry that my work speed is slowing down lately, due to more stress and workload from school, as I'm in senior year right now. But regardless, I will still keep working as much as I can, and hopefully speeds can pick up soon enough, so I can release some solid content regularly. Again, thanks for keeping up!Update 1.0.9Feb 14, 2016 - Community AnnouncementsUpdate 1.0.9 Hello everybody, here is update 1.0.9. This update is nothing special apart from some extra content added to explore mode. Here is what this update adds: -Explore mode's Turkish Baths are now updated in the regular version of the game. -The B and C deck Aft Grand StairCase areas now have lights. -The B and C deck 2nd Class promenade has benches. -The second class areas have lights in Explore Mode now. -In Exploring Mode, the Maids and Valets saloon has been added and opened on C-deck at the aft Grand Staircase. I'm still working on NPC's, which has proven to be more time-consuming than expected, as some areas of Escape Mode require very large amount of NPC's mixed with cinematic elements. I hope I can assign a date for the release of NPC's in the game soon. Again, thanks for keeping up!Oculus Rift SupportFeb 6, 2016 - Community AnnouncementsFall of the Titanic now supports Oculus Rift! The game will work with Oculus Rift DK2 with version 0.7 and 0.8. Some features might be missing for now, but you are able to play Escape and Explore mode on the Oculus version. I will add some extra content for the Oculus version later, such as the sinking mode, and proper pause menu's (UI does not work with VR). Fall of the Titanic does support Direct mode, so running it should be very straight forward. I am still working on improving the PC regular version, including fixing bugs and adding NPC's. The Oculus version includes renovated Turkish Baths, which will also be added alongside with additional content on the regular version next week. I hope this also helps grow the relatively small amount of games that work on the Oculus, and again, thanks for keeping up!Update 1.0.8Jan 23, 2016 - Community AnnouncementsHello people, here is the weekly update. I have to apologize for how small it is, but this is because of my work on the NPC's. I can't insert, animate, add sounds, and code all of them in one week, so some of them are in game already, but are just disabled. This is why the extra content this update brings is minimal (Just a bunch of updated textures), but I wanted to use this to show you that I am still working on the game, but just more focused on the NPC's. Here is what this update brings: -Lower deck floor textures are improved to look more detailed. -Lower deck non-paneled walls (metal walls) textures have been improved. -Elevator shaft interior wall textures improved. -1st Class Tiled floor texture improved. -1st Class Reception Room carpet textures improved. -1st Class Dining Saloon floor is now flat, instead of existing out of big tiles. -Ceiling textures in 1st Class corridors have been improved. (C+B Deck) -I have hidden one NPC in Escape Mode as some sort of Easter Egg. It is quite rough, so it can only be observed from a distance. Good Luck finding it! (It is not the person standing on the forecastle deck upon the collision with the iceberg.) This is all that has been added in this particular update itself. Take a look at the Artwork section in Community Hub for a rough preview of the characters. Thanks for keeping up, and have a nice day!Update 1.0.7Jan 16, 2016 - Community AnnouncementsUpdate 1.0.7 Hello everybody, here is the weekly update. I want to let you know that work on the characters and NPC's is now in full speed, so that should be featured in the game in a couple of weeks. That might mean that there will be no update the week before that, because I will need to add the characters to escape mode, and don't want to release that update with a half-finished escape mode that might have a lot of extra bugs. Anyways, here is what this update contains: -In Escape Mode, the collision with the iceberg is a little more cinematic now, including more suspenseful music, better and more camera animations, adding up to a hopefully more satisfying view of the collision. -In Escape Mode, the simple drowning system has been changed, so that when the water reaches your upper head, you don't drown immediately, but you will rather havea couple of seconds to get above the water. I will add some more effects to that, like water droplets on the camera, and maybe a health bar. -In Exploring Mode, when sinking the ship, the water has been improved (see previous update with new water in escape mode) in all 3 speeds. This, due to the better water system, also improves framerates a lot when activating the sinking sequence. -In Escape Mode, I tried to make it a little easier to identify the exit at D-Deck by adding a highlight, as I've seen that most struggles were at that deck. -In Escape Mode, it's now impossible to go back to the kitchen after entering the dining saloon, as a lot of players think the exit is in or before the kitchen. -In Sinking Mode, the ship has a port list now. I do not know if the list I applied is totally accurate, so please let me know if you think it should be different. And again, there might be some additions that I forgot to mention. Thank you for keeping up! Update 1.0.6Jan 9, 2016 - Community AnnouncementsHere is update 1.0.6! This update might cause some bugs due to a totally new system I added, so please report! Here is what you will see this update: -In-game customizable video settings in explore mode. I will add a global video settings in the main menu later on, but this should help those who want to have the game run better for their PC. -Totally new water in escape mode. The water has better quality, includes waves, foam and other better visual aspects. -Better performance in escape mode. This might double your frame-rate in some parts once again. (F-Deck might still be a little low) -Some furniture in escape mode feature buoyancy physics now! As the water level rises, they will float and rock in the waves. (Featured in E-Deck,D-Deck reception, C-Deck) I will add buoyancy to other furniture in other decks later. -New music in first class dining saloon in explore mode. -Ceiling textures in the lower decks are now improved. Again, there might be more additions in this update that I forgot to mention. I hope you enjoy the update! Update 1.0.5Jan 2, 2016 - Community AnnouncementsHello everybody. Happy New Year! Here is update 1.0.5. This update is quite a useful one, even though not being too big. What this update fixes/adds: -Vastly improved optimization. The frame-rates will be a lot higher from this update on. Frame-rates might vary from being 1.5 to 2 times as high! I hope to increase these numbers even more over time. -In exploration mode, the First-Class reading and writing room's walls are now white, the historically original colour, instead of brown wood. -The forward grand staircase now features metal stair nosing. -Fire hoses can now be found along the walls of Scotland Road. -Scotland Road also has metal deck-plates for the moving of furniture. -Some other details to Scotland Road. -Tables in the 3rd class dining saloon have been re-arranged and changed. -Boat Deck's wooden deck textures are improved. -Other textures around the ship in exploration mode have been improved. -Deck-indicating lit-up signs are now at the first and second class elevators. (Thanks to Raymond for the textures!) Thanks for keeping up! Update 1.0.4Dec 26, 2015 - Community AnnouncementsHello and Happy Holidays to everybody! Update 1.0.4 is here, and is not very focused on cleaning up details. I figured I do something else and focus on fixing bugs, textures, models and other issues later. This update contains: - Different reflections in exploring mode. Look at the first class tiles and you'll see it's a little more specular. -Different lighting in explore mode, as well as a different sky-box. -Modelled the wooden pineapples, but only placed one as of yet. It's between C and D deck on the forward Grand Staircase. -Added more details to the boat deck in escape mode and changed lighting and the sky-box there too. Same for the final sinking sinking. -Entirely New Sinking Mode! This mode allows you to fly around the titanic's exterior as it sinks during the night. You can choose between Real-time and Fast-Forward, which speeds the time up by a factor of 30. I plan to add some more to this mode, such as fireworks at the correct time, and a clock showing the local time at the sinking. -Explore mode starts at the first class entrance on B-Deck now, instead of D-Deck. I might have forgotten to mention some additions or changes. I hope everybody enjoys the update and again, Happy Holidays!Update 1.0.3Dec 19, 2015 - Community AnnouncementsHere is the update of the week again. I'm sorry if it doesn't contain that much extra content, but as I said, I had a busy week with finals. The file size is a bit bigger, because this one is build on windows vs on a mac, so that might have changed some things. Here is what I added/ changed: -Updated 3rd class/ crew walls textures. -Honor and Glory Crowning Time at Grand Staircase. (slightly low poly) -Fixed the poly look of the cherub and woodcarvings. -Tables in 1st Class Reception have been improved. -Paintings on Grand Staircase landings. -Improved multiple textures such as the wood texture on boat deck at escape mode. -Escape mode boat-deck has different ambient lighting and a lot more artificial deck-lights. -At the end of escape mode, lights have been added and the ship actually moves and sinks at the last stage and ending. -E-deck in escape mode has better lights and textures. -F-deck in escape mode has more details such as lights and metal strips on the ceiling. -Stained glass in the reception room has been updated so it is lit, which can clearly be seen in escape mode. -Pause bug, which made it impossible to pause in escape mode since I added the render distance slider in explore mode, has been fixed. -Better ceiling lights on A-deck in escape mode. -Changed some lights for better ambience on C-deck in escape mode. I might have added more, but that's it for now. Thank you to those who are keeping up! Update 1.0.2Dec 12, 2015 - Community AnnouncementsThe next update is here. I'm sorry if there isn't a lot of work done this past week. School has been quite busy preparing for finals. But anyways, here is what this update should add: - A little clearer indication where you should go in the escape mode on the first deck, as well as a little animation when the ship hits the iceberg. -In E deck in the escape mode, when looking up at the First Class staircase, there isn't a void, but actual upper decks to be seen. -Ceiling lights have been added. -Wood decorations on grand staircase supporting beams and at E-deck landing. -New cherub. (Sorry for the low-poly look. That is fixed for the next update) -Some plant-containers/ holders. -Stained glass in first class dining saloon and reception. -No head bob in explore mode -You can actually change the render distance in explore mode now. Pause the game, and you will see the slider. -Some of the popping up decks when walking up or down stairs have been fixed. -Christmas tree in First Class Reception That should be it for now. Might have missed a couple. Plans for next week are not very extensive, as next week I have final exams. I might try and model some other details to make it look more populated. After that I will split the explore mode up in 2 scenes so lower memory systems can run it without issues, and after that or during will be full focus on NPC's. Thanks for those who are keeping up with the game!Update 1.0.1Dec 5, 2015 - Community AnnouncementsI have taken some of the commentary and bugs, and tried to fix as much as I could in the time I had. Here is what this update should have added/fixed: -Less motion blur -No extreme bloom / sun flare when being outdoor -Fixed open spaces on grand staircase on D-Deck and B-Deck. (Escape) -Fixed open spiral stair on D-Deck (Escape) -Changed a lot of textures -Flashlight doesn't turn off when being clicked for too long -Instructions in beginning of Escape mode are UI instead of 3D boxes -Added double collider to hopefully reduce wall glitching -Picking up keys shouldn't sound like a gun sound anymore -Added some details to the corridors in escape mode (lamps and more sounds) -2nd Class Barber shop I think that should be it. Please let me know when you find any more bugs, and what I should fix for the next update. Future Plans and UpdatesDec 3, 2015 - Community AnnouncementsI am happy to release the game, but want to address a couple of things. In the current game, there are no npc's, although the escape mode is completely finished. The exploring mode might undergo some changes if bugs or request arrive. My plan is to update the game very often (once a week) and hopefully add npc's to the game before the end of the month, otherwise in January. Once I have the appropriate resources, I will also update the game to be compatible with Oculus Rift, this will hopefully also be very soon. I hope you enjoy the game, and please let me know what you think and what can be done better!
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