<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>Atlantic &#039;41 Devlog - itch.io</title><link>https://stephanrewind.itch.io/atlantic-41</link><description>A WW2 U-boat Simulation for the Playdate</description><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/1516937/the-enemy-part-4</guid><title>The Enemy  (Part 4)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/1516937/the-enemy-part-4</link><pubDate>Thu, 07 May 2026 18:22:24 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The previous log focused on important game design work, but it may not have been the most exciting read. So to avoid development fatigue, When possible I try to alternate technical or theoretical work...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/1337886/the-enemy-part-3</guid><title>The Enemy (Part 3)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/1337886/the-enemy-part-3</link><pubDate>Tue, 03 Feb 2026 03:22:16 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The weeks since the last devlog may have been among the most challenging since I began working on Atlantic ‘41. And yet I merely needed to implement automated enemy behavior, based on a handful of s...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/1186238/cranko-magazine-interview</guid><title>Cranko! Magazine Interview</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/1186238/cranko-magazine-interview</link><pubDate>Wed, 24 Dec 2025 15:28:47 GMT</pubDate><category>devlog</category><description><![CDATA[<p>This is the conversation I had with Patricio Land for his Playdate magazine Cranko! The magazine can be purchased directly from his website. Unfortunately it&#039;s not shipped to the United States, so Pat...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/1135733/upcoming-log-and-cranko-interview</guid><title>Upcoming log and Cranko! interview</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/1135733/upcoming-log-and-cranko-interview</link><pubDate>Sun, 07 Dec 2025 01:45:01 GMT</pubDate><category>devlog</category><description><![CDATA[<p>As I hit the deadline for a new devlog, I&#039;m still hard at work on enemy AI, detection and attack. I&#039;m happy to report that the combat finally loops, with ships and player taking turns. However, I&#039;m go...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/1091130/visual-upgrades</guid><title>Visual Upgrades</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/1091130/visual-upgrades</link><pubDate>Fri, 24 Oct 2025 03:26:46 GMT</pubDate><category>devlog</category><description><![CDATA[<p>This log was supposed to conclude the work on enemy AI, but I decided to squeeze in a shorter report about visual improvements and optimizations. It’s not as random as it seems. Recently I was able...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/1020913/the-enemy-part-2</guid><title>The Enemy (Part 2)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/1020913/the-enemy-part-2</link><pubDate>Sun, 31 Aug 2025 02:53:03 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Based on research on WW2 convoys, I moved on to coding. First an algorithm that spawns convoys with a realistic structure, and populates the stations with ships rolled from a pool of basic classes. A...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/986841/the-enemy-part-1</guid><title>The Enemy (Part 1)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/986841/the-enemy-part-1</link><pubDate>Tue, 15 Jul 2025 06:34:21 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Before getting into the enemy’s AI, I have a late addition to the game’s visuals. In the deck gun sequence, and until recently the torpedo attack, the feedback for sinking a target was merely give...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/955465/los</guid><title>Los!</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/955465/los</link><pubDate>Thu, 29 May 2025 19:11:56 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The back and forth on the deck gun attack sequence got me thinking that even simple features can bite back without proper preparation. Normally I spend time laying down a rough plan ahead of making as...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/920382/preparing-the-future</guid><title>Preparing the Future</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/920382/preparing-the-future</link><pubDate>Mon, 07 Apr 2025 02:52:13 GMT</pubDate><category>devlog</category><description><![CDATA[<p>For this log, the plan was to cover the torpedo launching sequence at last. As it happens, life got in the way of game development. My 12 year old cat fell ill and a big part of my energy shifted to t...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/916969/project-reset</guid><title>Project Reset</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/916969/project-reset</link><pubDate>Tue, 01 Apr 2025 18:38:43 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzIwNTI2NTYxLmdpZg==/original/he2YW8.gif"/><p>After much thinking, I’ve decided to scrap Atlantic ’41 as it is. I can’t in good conscience make a war simulation. From both a business and a moral standpoint, a light hearted action mini game...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/893412/small-beginnings</guid><title>Small Beginnings</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/893412/small-beginnings</link><pubDate>Mon, 24 Feb 2025 04:32:32 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Before moving on to the torpedo firing sequence, I had planned to dedicate this episode to the various small improvements made over the past few months, in parallel to the main development schedule. T...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/852292/death-by-a-thousand-shells</guid><title>Death by a Thousand Shells</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/852292/death-by-a-thousand-shells</link><pubDate>Tue, 17 Dec 2024 03:51:51 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I’ve had a strange few months; a rather long trip abroad, personal stuff, and annoying code maintenance and clean up stalled the project. It’s nothing unusual, happened on long projects, and this...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/814773/next-devlog-a-bit-delayed</guid><title>Next devlog a bit delayed</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/814773/next-devlog-a-bit-delayed</link><pubDate>Sun, 13 Oct 2024 03:39:56 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I just wanted to leave a quick note to let you guys know that I must delay the new devlog for about a month, as I’m about to travel outside the country. I apologize for those who were hoping to read...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/789676/first-blood</guid><title>First Blood</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/789676/first-blood</link><pubDate>Wed, 28 Aug 2024 18:52:17 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Last time I left you halfway through the implementation of the diving sequence, which is now complete, at least in its basic structural form. It can go through an entire dive, with the Chief doing the...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/763643/peril-or-salvation</guid><title>Peril or Salvation</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/763643/peril-or-salvation</link><pubDate>Fri, 12 Jul 2024 02:15:57 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Among the few U-boat games I played, I don’t remember any that made diving an essential part of the gameplay. Let me rephrase that. I mean that U-boat simulations generally consider successful under...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/736384/an-important-milestone</guid><title>An Important Milestone</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/736384/an-important-milestone</link><pubDate>Thu, 23 May 2024 06:31:37 GMT</pubDate><category>devlog</category><description><![CDATA[<p>We’ve reached an exciting moment in the development of Atlantic ’41. This update will develop how I implemented the interactive part of the TDC, allowing the player to manage torpedo tubes, and is...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/706982/building-the-torpedo-data-computer-and-what-i-learned-from-the-battle-of-helms-deep</guid><title>Building The Torpedo Data Computer, And What I Learned From The Battle of Helm&#039;s Deep</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/706982/building-the-torpedo-data-computer-and-what-i-learned-from-the-battle-of-helms-deep</link><pubDate>Mon, 01 Apr 2024 00:48:31 GMT</pubDate><category>devlog</category><description><![CDATA[<p>We’re now down to the last two major building blocks comprising the combat gameplay: the torpedo data computer (TDC), allowing the player to set up attacks, and the end of turn sequence, which close...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/679169/under-the-hood</guid><title>Under the Hood</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/679169/under-the-hood</link><pubDate>Fri, 09 Feb 2024 04:51:54 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I would lie if I said that I didn’t slack a bit during the Christmas break. Still, I progressed on the tactical chart, and on my understanding of where I think the game should go. A few nasty bugs n...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/647244/tactical-chart-deep-dive</guid><title>Tactical Chart Deep Dive</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/647244/tactical-chart-deep-dive</link><pubDate>Fri, 08 Dec 2023 08:17:48 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I’d like to focus this update on the implementation of the tactical chart. These past few weeks made me appreciate important aspects relative to the translation of the mock-up into an effective expe...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/613217/building-the-engagement-loop-part-three</guid><title>Building The Engagement Loop (Part three)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/613217/building-the-engagement-loop-part-three</link><pubDate>Fri, 29 Sep 2023 03:58:11 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I spent these past few weeks between the implementation of the tactical chart and the Torpedo Data Computer mock up. I was glad to leave the exterior views to tackle a different part of the game, but...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/574601/the-sound-of-silence</guid><title>The Sound of Silence</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/574601/the-sound-of-silence</link><pubDate>Mon, 14 Aug 2023 01:31:33 GMT</pubDate><category>devlog</category><description><![CDATA[<p>At this point I have detailed the operation of about half the engagement loop, which is comprised of four steps: the exterior views (either bridge or periscope), the tactical chart, the torpedo data c...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/550360/building-the-engagement-loop-part-two</guid><title>Building the Engagement Loop (Part two)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/550360/building-the-engagement-loop-part-two</link><pubDate>Sat, 24 Jun 2023 12:57:09 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Among the difficulties of game development, dependencies is a tricky one; how to break down the design and the code into independent units that can work in unison? How to structure the project in a lo...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/531356/building-the-engagement-loop-part-one</guid><title>Building the Engagement Loop (Part one)</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/531356/building-the-engagement-loop-part-one</link><pubDate>Tue, 16 May 2023 21:46:25 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The story so far: both the periscope and bridge views work, with ships to be implemented. Encounters will be resolved as a succession of turns, the player assessing the situation and taking action wit...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/515988/enemy-at-sea</guid><title>Enemy at Sea</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/515988/enemy-at-sea</link><pubDate>Thu, 13 Apr 2023 06:45:44 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Quick reminder of the progress at this point: the game has two functional views of the environment outside the submarine: one from standing on the bridge, and the other from the attack periscope. Both...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/498094/the-midnight-hour</guid><title>The Midnight Hour</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/498094/the-midnight-hour</link><pubDate>Sun, 05 Mar 2023 05:27:00 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Sunset palette After the daytime and twilight environments, I had to figure out nighttime, equally important and accounting for close to 50% of the in-game time. However on the Playdate, there are goo...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/481699/in-time</guid><title>In Time</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/481699/in-time</link><pubDate>Fri, 27 Jan 2023 08:55:26 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The progress so far With the exterior views completed, including weather, I was left with one important task: a visual representation of time. Despite the iconic ASDIC pings and silent runnings made p...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/465501/red-sky-at-night-sailors-delight-red-sky-in-the-morning-sailors-take-warning</guid><title>Red Sky at Night, Sailors&#039; Delight, Red Sky in the Morning, Sailors Take Warning</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/465501/red-sky-at-night-sailors-delight-red-sky-in-the-morning-sailors-take-warning</link><pubDate>Mon, 19 Dec 2022 04:59:42 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Finally back with a new log. It’s been much more time than I would have liked since last time, so get ready for a long read. Where we left off First, here’s what happened under the hood: sometime...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/400353/ups-and-downs</guid><title>Ups and Downs</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/400353/ups-and-downs</link><pubDate>Mon, 04 Jul 2022 03:41:54 GMT</pubDate><category>devlog</category><description><![CDATA[<p>These past few months health issues have impacted development and a long time has passed since the last update. Thankfully my situation has recently improved. I’m now back on track, and committed as...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/364657/through-the-looking-glass</guid><title>Through The Looking Glass</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/364657/through-the-looking-glass</link><pubDate>Sat, 02 Apr 2022 10:54:22 GMT</pubDate><category>devlog</category><description><![CDATA[<p>It’s been a busy few months since last log. I worked on various aspects of the game design, notes and documents which I will share in the future. But for now let’s focus on tangible progress I mad...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/326188/the-right-amount-of-trouble</guid><title>The Right Amount of Trouble</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/326188/the-right-amount-of-trouble</link><pubDate>Sun, 19 Dec 2021 04:27:17 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Since last time, I’ve progressed on the submarine overview. Doing so, I stumbled on a bizarre overlook on my part, but what I imagined to be a quick fix took a life of its own. I even decided to ded...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/311552/coding-baby-steps</guid><title>Coding Baby Steps</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/311552/coding-baby-steps</link><pubDate>Fri, 05 Nov 2021 11:30:28 GMT</pubDate><category>devlog</category><description><![CDATA[<p>It’s been a few weeks since the last devlog, and I figured I would write an update as I begin to come out of the conceptual phase. Adapting to high level I was both excited and weary to get back int...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/302500/mocking-up-the-u-boat-overview</guid><title>Mocking Up The U-Boat Overview</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/302500/mocking-up-the-u-boat-overview</link><pubDate>Sun, 10 Oct 2021 01:38:46 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzcxNzM0NTMucG5n/400x224%23c/UZx%2BHj.png"/><p>Learning by Doing Recently, I’ve been thinking about the best way of making the game, maybe more than about the game itself. I could jump straight into prototyping something, anything, but that soun...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/294597/atlantic-41-in-a-nutshell</guid><title>Atlantic &#039;41 In a Nutshell</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/294597/atlantic-41-in-a-nutshell</link><pubDate>Thu, 16 Sep 2021 02:25:16 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Today I want to go over what drove me to make Atlantic ’41. I write it for anyone interested but also for myself. It’s too easy to lose sight of the original vision when you get knee deep into dev...</p>]]></description></item><item><guid>https://stephanrewind.itch.io/atlantic-41/devlog/289032/first-devlog-post</guid><title>First Devlog Post!</title><link>https://stephanrewind.itch.io/atlantic-41/devlog/289032/first-devlog-post</link><pubDate>Mon, 30 Aug 2021 02:42:04 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzY4Njg1ODkucG5n/400x224%23c/DzvxSL.png"/><p>So I‘ll Make a Videogame I propose to make a little videogame for the upcoming Playdate console, and if things go as planned, to make it part of a trilogy. Here I’ll document the development proce...</p>]]></description></item></channel></rss>