View Full Version : Silent Wolf - Subsim
I want to introduce our subsim project Silent Wolf.
You command a US Submarine in the pacific ocean during the ww2.
The game will not be to difficult to play. We plan to program the game mechanic a little bit like Silent Service.
I made a short video sequence for a first impression of the graphics of SW.
I hope it is not to bad :salute:
09-14-2009, 10:05 AM
Sung, is this supposed to be a commercial venture ?
09-14-2009, 10:40 AM
Looks nice! Definitely made me think of Silent Service when I watched that. :up:
Hello Deamon, of course not.
With all that great commercial games outside, i hope that some gamer will play it.
A new model leaving the dock :woot:
Small Japanese Tanker. Low Poly (850 vertics). Screenshot taken from Milkshape 3D Modeller.
09-16-2009, 02:04 PM
Very cool, I love the look of your creations :)
Hey this is great! I used to spent hours and hours on Silent Service, sometimes simpler is better!
If this can be a sort of Silent Service 3D remake I would be in heaven! :rock:
Thanks alot :salute:
It goes further on.
A small website is online.
09-18-2009, 03:21 PM
Continue with the good work!!
the small tanker vessel.
09-21-2009, 01:59 PM
Great start Sung! Looking forward to this project!
Sung as I've been sayin for awhile, your work continues to impress me! Great work!
09-22-2009, 04:48 AM
Good luck with this one, sung! :)
We are working now on a sailing simulation (e.g. a game like ELITE on the water). It's called Pirates Empire.
You can trade, fight and build in a hughe area with a lot of islands and 30 harbours.
A small demo is coming out in the next hours.
A small demo is out. You can sail around the islands and trade. :D
Sorry, we develop the game in german language. If you have some trouble in understanding i will try to help you. But it's not so difficult to understand.
05-11-2010, 06:23 PM
Very nice Sung, can't wait to see how it develops!
05-12-2010, 08:35 PM
Ok Sung, i gave it a try and i must say that i like it. The trading aspect is very interesting and somewhat addictive. I think the game concept have a pretty good potential if you elaborate it. Looks like you guys made a good start. I just hope it will not be one of the many projects that you have buried so quick. :D
Thanks alot for the nice words.
I'm very hopfully to finish that project, because my teammate is very ambitious. The only problem for me is to have enough time to make all the gfx and sounds.
A video is online :salute:
05-21-2010, 12:01 PM
Very neat Sung!
I like the archipelagos type of world, kinda reminds me on carrier command and zeewolf, a world of islands. This is a very good design decission and the random generation adds to the replayability a big time. Adding variabiliy to port layouts was an obvious and neccesary improvement that will round up the environment perfectly.
Conquering archipelagos type of worlds is always outmost entertaining.
Here are some of my suggestion that i think would
add more dimensions to the game and make it very successfull:
1. In a later upgrade I would suggest to add some small villages around or apart from the port. The size of the port and village could be an indicator for the economy development and business opportunities in this location.
2. Add some visible indicators about what goods the port or village provides. For example if a port provides crop, then there should be crop fields around the port and village. If a port provides suggar then there should be suggar fields around it and so forth.
If a village produces weapons then there could be a weapon smithy or when s city provides canons then there could be a iron foundry next to the port or village.
This would allow you to estimate roughly what goods a port provide or need, while you sail by it, sort of like in settlers.
Also, i think an important feature would be to add a log book for trading where, whenever you dock to a port the goods offers/needs and prices would be loged so that you can later look it up when you are in another port checking for business oportunities. But avoid magic log books that tells you everything in real time!
3. Another great improvement would be to split the map into climate zones, so that around the equator you would have deserts, savannahs, jungles and primeval forests, while in the moderate zones you have leave and some conifer forests and further north/south only conifer forrest and the landscape is covered in snow and the upper and lower boarder of the map could be covered in ice.
The climate zone could also have an impact to what goods a port provides( obviously crop couldn't grow in the tundra :) ). So the climate zone could be another clue to what goods are need where.I am wondering how you want to tacle combat and piracy ?
When do you think will a save game feature be available ?
That i give you so much positive feedback means something cause you know how relentless i am when it comes down to judging games. :arrgh!:
a very good critc and a lot of good ideas. Thanks for it!
The trade part comes to an end in programming. We will include a logbook where you see the best trades and routes and also the ships you have captured...
The next part to work on is the fighting part, because Pirates Empire will be a Pirates Game. And we will bring some luck aspects into the game. Like hunting treasure maps and discovering ancient cultures.
Your idea to make some houses and manufacturs around the harbours is very nice. We will do this also.
Stay on for the next demo version to test it :)
05-21-2010, 01:46 PM
Looking forward to the next demo!
I like your ideas also, but think about the climate zone thingy cause beside the impact on the trading it also would add greatly to the immersion and eyecandy.
Some new screenshots.
Wie finish the harbour and the fighting panel.
hope you like it
05-27-2010, 10:04 AM
Good good, is there a save game option yet ?
Not now. Today we are working on the code for fighting, canonballs and ballistic, watersplash and such things.
We start to work on the fighting part.
First Step - The Canons
Here is a short video (without eye candy)
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