Main Release
Crisis launched as a real-time naval and air combat game with ship hull selection,
carrier aircraft, AI fleets, weather, music, map-specific objectives, and round-based
lobby flow.
Chat Update History
- Client and server startup: local Vite and WebSocket servers were run and checked during development.
- Network optimization: compact input packets, viewport-based projectile culling, adaptive server send rates, backpressure handling, and simulation caps were added to reduce internet lag.
- Debug overlay: holding 0 now shows FPS, ping, up/down bandwidth, packet graphs, entity counts, heap usage, and server payload stats.
- Smoothing and spawn fixes: network interpolation was added for ships, planes, bullets, and rockets, then corrected so new rounds spawn ships and cutscenes advance properly.
- Turret layout pass: many ship turrets were moved to reduce AA/main-gun overlap, keep heavy main guns on safer centerline positions, and keep AA mounts inside hull bounds.
- Superstructure handoff: the temporary overlay idea was removed, and the real ship drawing/config files were identified for the next art pass.
- Ship drawing recovery: blank ships caused by the generated drawing update were fixed so hull details render again.
- Class ability release: torpedo boats gained self detonate, destroyers gained smoke screens, cruisers gained scout planes with range/lead markers, and battleships/dreadnoughts gained AP shells.
- Team readability: minimap contacts now draw friendlies green and enemies red.
- Gauntlet: a new 5-minute asymmetric fleet mode was added with a torpedo-boat attack force, a smaller defending fleet, and two timed reinforcement waves.
- Gauntlet balance and alliances: attackers gained an escort carrier and extra torpedo boats per wave, reinforcements gained clearer HUD timing, and allied factions no longer roll against each other.
- Bandwidth pass: detailed ship and aircraft state is now culled to the client viewport, far units use compact minimap contacts, and ship slot metadata updates less often instead of every frame.
- Full smoothing pass: NPC ships, NPC aircraft, minimap contacts, bullets, and rockets now preserve previous visual positions and ease toward server targets.