The first ports have now received their own historical city textures. The first ships of Type Class 1 have also already been fully integrated into the game.
The editing of the ship graphics is particularly time-consuming at the moment. Each texture must be created not just once, but in four different sizes, so that the ships can be displayed correctly in every area of the game. In addition, each ship has four visual conditions:
New – Good – Worn – Poor
This means that a single ship requires a total of 16 different visual versions. This work takes a great deal of time, but it will later ensure that the condition of a ship can be recognized directly from its appearance.
Another major topic at the moment is the world map. A 4K map quickly becomes blurry and muddy when zooming in. Even 8K would not be sufficient in the long term. 16K is already quite usable, but 32K is the future of Global Fleet & Trade.
To ensure that the map remains detailed and visually impressive even at high zoom levels, I will most likely have to texture it almost entirely by hand. This is an enormous amount of work, but it will eventually give the game its own unique and unmistakable world.
There has also been some initial progress with the sound design. The first audio effects have already been implemented and are gradually adding more atmosphere to the game. The ports, world map and user interface are slowly beginning to feel less like separate systems and more like parts of one connected game world.
Things may be moving a little more slowly at the moment, but step by step, Global Fleet & Trade is continuing to take shape.
Development Update – Progress Continues, but Things Are Moving a Little More Slowly Right Now