New Game Coming Out: Task Force Admiral

Love the music. Don’t love the big block font. I guess the Pop Warner-esque has some histoical importance, but I think it competes too much with the Task Force Admiral name. Besides, this font is worse than pop warner. Those R cutouts, the blocky O’s, the weird proportions. It looks neither historical or contemporary.

I can see that the usefulness of the menu being the most important things hence the Big Font used on the buttons to the actual pages, but I’d advocate for a slightly more balanced layout. Give that beautiful logo some room to breathe. And I don’t see how smaller more delicate text would be so bad for functionality, if proper care is given. At least, in that way, the art can follow hierarchy of the information.

But yeah I really don’t like that font. Maybe a personal bias on something that does not detract at all from the achievement and my interest in the game… But since you asked… :slight_smile:

Congrats!

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Music is insanely good- the Menu is straightforward and apparently studied for Usability over style.

Works really well.

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:+1: :partying_face: :+1:

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As far as the music, I would prefer something with less drum rolls, but that’s me. I don’t personally find the large menu type problematic, I would think something a little more “WW2” type face (ie simulating or based on US military stencils) would look good, but I don’t mind what you have currently.

Aye, thanks guys. Interesting takes on the fonts - although this one is a very classic pick - Agency FB, which is also being used by games like Silent Hunters or all Killerfish games too, so it is a pretty common sight. Unfortunately going for Stencil-based fonts made it look a bit cliché (and fat, these are fatties I kid you not!) and the USN stencil, although very relevant, doesn’t translate very well in foreign languages or even whole words altogether. Anything “damaged” such as typewriter-like fonts tend to do badly on a moving background and would require to design a static area instead. So, gotta keep experimenting on all this, but thanks for the early feedback :slight_smile:

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Music fits the mood well!

Hard not to dream of a “Pacific Air War 2.0” after viewing…

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Hello there Mudspike crowd!

Some bits of animated gameplay options for a change. More below!


As of late we’ve been posting a lot of 3D stuff, but it doesn’t mean we’ve been inactive under the hood - quite the opposite actually. Although from the standpoint of aesthetics most remains to be done (it’s somewhat there, just not cute enough to be showed according to our artists…), we have been very busy with the gameplay functions themselves.

One of the important features of Task Force Admiral are notably our advanced formation system, which will recognize two main types of formations - simple formations, and compound formations - which will be customizable and manageable to an extent that hasn’t been done before in any game about the topic. This GIF from the formation editor within the mission editor proper gives you an idea of how easy and intuitive it is to move your ships around in a larger, multi-division task group. This destroyer division is being formed into a line formation, a bent line formation, a loose/customized formation, an arc formation, an echelon right and an echelon left formation using a few clicks.

This is not only necessary from a tactical standpoint, it is also the best way to ensure that we will be able to recreate meticulously historical task groups by placing ships where they ought to be when the information is available. The in-game configuration screen uses the same system, with an actual grid placed on your navigation table instead of a paper maneuvering board. Paired with the fleet defense interface that allows you to customize threat arcs and defensive air operations (Combat Air Patrols & Inner Patrols, mainly), the common interface allows you to remain familiar with the tools you use in both modes in order to achieve maximum efficiency.

Hope the wall of text didn’t scare you! Feel free to comment, just bear in mind that it is very bare-bone. Don’t worry, it gets only prettier from here :wink:

In other news, Yamato had a small tribute a few days ago too. I am sure there are fans here - haven’t we been talking about Spaceship Yamato a few months back - so there she is, without the rocket boosters that is. Cheers!

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I can’t wait for this game.

I just recently built the fantastic brick-based USS Enterprise by Cobi.

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She’s a nice boat, congrats :wink:

At any rate, if you gents don’t know what to watch on TV this weekend, I have a humble suggestion, courtesy of Chris from Military Aviation History who kindly went for another collab with us :slight_smile:

Cheers & enjoy the weekend everyone!

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Yeah! Brilliant!

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Hi there everyone!

We’re having an interview on Single Malt Strategy going live later today 10 AM US Central - don’t hesitate to come and say hi, we should be around most of the time to answer extra questions :slight_smile:

We will do that together with our mates from Triassic making Sea Power & Hexdraw making Second Front so there’s certainly a little bit of everything for everyone in there :slight_smile:

Cheers!

In the meantime, here are a few more vids for the weekend - I forgot this forum format can actually convert tweets into actual playable vids, so allow me to abuse this functions to make for the lost time over the last month :wink:

https://twitter.com/DrydockDreams/status/1398752257043226628

https://twitter.com/DrydockDreams/status/1397556453544644609

https://twitter.com/DrydockDreams/status/1396113325801443333

https://twitter.com/DrydockDreams/status/1394675683587100673

https://twitter.com/DrydockDreams/status/1393584228877488131

https://twitter.com/DrydockDreams/status/1392067237016576001

https://twitter.com/DrydockDreams/status/1388484686066814978

https://twitter.com/DrydockDreams/status/1387384466050478085

https://twitter.com/DrydockDreams/status/1386009004015456258

https://twitter.com/DrydockDreams/status/1385592449955876873

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Hi everyone!

Here’s our latest update,

https://www.kickstarter.com/projects/338597945/fighters-of-the-pacific?ref=f2q5hm

Hope you’ll find some nice content in there, nothing fancy if you have been following us over the last few weeks, but still it’s nice to see it all put together.

Cheers!

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Hi guys!

I haven’t been spamming much lately, at least not in here, but if some of you missed the community stuff left & right on Discord, Facebook, Twitter & all, here’s what I can post to play catch up, if you’re interested :slight_smile:


The genesis of the player’s office from our artist Julien from the outline to the prototype artwork. Remember your games from the 90s when you could click around on silly stuff in the museum or academy part of your favourite sim? Time (and money) will tell if we manage to turn it into 3D, but at the very least, if not, you’ll get to click on classy 2D. It will be used for all in-game reference stuff (historical overview, 3D object database, player performance, OST, etc…)
I’m sure you can guess some of its most obvious functions too, but I’ll let your imagination run wild!

Kuddos if you can see & identify the smaller details, like what’s on the table on the left!

We also had a little sneak peek at our in-game view system (the switch between Strategic, Tactical & 3D World mostly)

These are not interchangeable, all three have their own functions:

  • The World View is mostly a scenic view - although objects can still be selected, it is primarily used to let you set your preferred viewing angles, see the action for yourself, travel around, between units, and much beyond if your realism settings allow it ;

  • The Tactical 3D Map can be accessed at all times by pressing space bar, whether you’re in the 3D world, looking at the strategic map or wandering around in the flagplot, and will return you to your previous location once closed. It is used as to give tactical orders (aka when you need to give firing orders to ship during a surface engagement, for instance). This is probably the main inteface you’ll be using during combat.

  • The Strategic 2D Map on the other hand gives you a general view of the battlefield and of your naval task forces & aircraft groups. Allied, enemy forces, along with unidentified contacts are also indicated. The player uses the map to give general navigation and combat orders to friendly units, mostly when they are not engaged and over larger distances & greater lengths of time. Here task forces are all pointing in the same direction for prototyping purpose - don’t you worry, icons do look in the right direction otherwise.

Absolutely work in progress, ofc!

And some tweets of less strategic value, but still somewhat enjoyable I guess

Hope this will show you we’re still very much in the game & working hard :slight_smile:

Cheers!

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I took absolute pleasure in reading these!
I missed your game’s updates. :hugs:

Keep up the great work and bring my appreciation to the whole team.

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Thanks Kome, happy to see you’re still around :slight_smile:
Over the last few weeks we have worked hard on formation & all, but as always this is the sort of things that would work better in an update, so I might end up finally writing one down soon. But it takes valuable time away from everything else, it’s always a bit of a conundrum…
Anyway, there we go in the meantime - for those of you who don’t dislike Japanese carrier shots, I think we have you covered this weekend, especially if you were looking for a new wallpaper :slight_smile:

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Nice!

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Im speechless

Hello there all, hello there Maico :slight_smile:

Good thing you came around here for more, we have some little extras for Christmas!
First, a small interview with Tim Stone at his Tally Ho corner - letter M, below. It talks about GUI & tactical command first & foremost, if you’re into these things

We’ll try to post a little something around the new year to talk about the latest progress. In the meantime, allow the whole team to send its best wishes to the Mudspike community, and to all your loved ones too of course! Take good care & stay safe :slight_smile:

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Hello there Muddies!

A little update, with a few things I forgot to include in the last heads-up, actually…


So, what have we been doing?

Larger part of the late Fall - early Winder was dedicated to AI work in order to solve a long-lasting issue with the naval simulations, that is friendly (or enemy) AI not being able to foresee trajectories when maneuvering, to the point of looking a bit ridiculous. The ancestors shouldn’t be blamed, it really is hard to find a satisfying answer to the problem. Hopefully after some new thinking and a lot of sweat, our Dev JB seems to have overcome the larger difficulty. We’ve been making some stress tests all around to check for weaknesses, but so far so good. The ships depicted in the media below are all asked to swap stations within the Task Force on opposite sides of it - the kind of things you don’t do, except for science. Fortunately, worked well-enough so far.

And here, you have a destroyer being overtaken by a carrier - again, not the sort of things that happens everyday, but when operating in close quarters (for instance as a plane guard) you gotta make sure that these situations will not break the whole system. So far so good.

Ah yeah, right, the other big news is the formation editor, which we use during the game, and when making scenarios too. It is one of four planned modes for the fleet board / maneuvering board you see on the right of the main command console. It was not easy there again, because as always human brains for these are much better than the AI or any sort of automated system, but I think the final result will allow you to reasonably make most of the formations you’d expect for the era.

We also went into GUI territory outside of the gameplay proper - here’s our prototype for the single scenario menu (although our single scenarios can last a week, as you can see - so I start to wonder if I shouldn’t be selling that under another name so that nobody bothers me with campaigns this or campaigns that for the time being… anyway ^^). Good news is that work progressing along the very same lines, it will look 1:1 in-game if we don’t encounter any technical issue during production.

And some Pearl Harbor art to finish? Enterprise leaving port, December 9th, after her quick pit stop while Pearl Harbor is still burning in the background - by our artist Julien.


Here it is, reporting done! Hope you enjoyed the few sneak peeks. Getting a bit closer to the end everyday, but good things sure take time…

(PS: some new clouds too, more on these in a few weeks I guess ^^)

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Looking good there, sir!

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