View Full Version : how far off to completion?
Brewtality
08-06-2006, 02:23 PM
i've been surfing this forum for hours but still havent found any screenshots or anything regarding how far this game is in the process of becoming "ready".
I look forward to this game :)
Deamon
08-06-2006, 02:49 PM
i've been surfing this forum for hours but still havent found any screenshots or anything regarding how far this game is in the process of becoming "ready".
I look forward to this game :)
Hi Brewtality,
thanks for you interest and your encouragements. When you would have looked on my sig you would see right away how far we are. And when you would have looked on our official page:
http://www.dreadnoughtproject.org/heinrich/main.htm
You would have seen planty of screeshots and some infos. However you can see only the state of affairs of two years ago. We have further advanced since then, however i'm holding off to show the newest stuff. To much concurency in recent times :)
Currently we are just arriving at the prealpha stage. I will anounce it in a month or two. But overall it will take a few more years till the first release. I hope that answeres your question.
Deamon
Deamon
08-06-2006, 02:53 PM
BTW: Here are some older posts with screenshots from the archives that didn't survived the transition to the new forum.
http://www.subsim.com/phpBB_archive1/viewtopic.php?t=20663&start=0&sid=22ba556c59b5e042a996e1405b50d942
http://www.subsim.com/phpBB_archive1/viewtopic.php?t=23032&start=0&sid=22ba556c59b5e042a996e1405b50d942
However this artwork was later published on my site anyway. But you might find the discussion interesting.
Deamon
Deamon
08-06-2006, 03:00 PM
How hardcore do you like a sim to be btw ?
Deamon
supposedtobeworking
08-07-2006, 12:13 AM
A few yearS???!! Are you kidding me?...I'll probably be tired of computer games by then or dead! unfortunate because what I've read I would pay for this thing...
Deamon
08-07-2006, 09:34 AM
A few yearS???!! Are you kidding me?...I'll probably be tired of computer games by then or dead! unfortunate because what I've read I would pay for this thing...
This sim might awake you from the dead in the end. The problem with ambitioned indi projects is that they take very long to get finished. Actually, was any indi project ever finished at all ? ;)
It might be worth for you guys to be patient for so long cause what you will get in the end is a quality SENSATION in many regards. This is a project for uber grognards, a nichie that will propably never be covered by commercial developers. The aimed and in some regard already current level of detail and authenticity goes beyoned the scope of a commercial project anyway and that with a WWI sim, what makes it even more unlikely to ever be covered by commercial developers in that level of ditail.
I think what you will get at the end is worth the waiting. Especialy all thous who don't gett satisfied with the level of realism and detail in that the u-boats usualy get simulated. I mean there is a hell of a lot of knowledge flowing in to this project. Expect a lengthier learning curve and a new challange. :yep: If we ever get finished, that is. :lol:
This project is from grognards for grognards. Only u-boat nuts that share the sam spirit will ever make it in to the team. If we can achieve only half of what i project, it might turn out as a little indi u-boat blockbuster. I wish i could show you more.
But as i said a couple of times already, the first release will focus on operatinal aspects of the boat in a comprehensiveness never seen before. You will have to handle stuff that you maybe are not even aware of now. There will be so much to learn that the first release can be called an edutainment release.
It's also good that it takes some more years to develope it cause i think IUF will require pretty high specs by todays standarts. I would like to give the hardware more time to spread around. But hey thanks for your encouragements.
Stay tuned.
Deamon
supposedtobeworking
08-07-2006, 04:15 PM
Ok I'll try keeping it together cause this sim sounds awesome. When you say first release are you still talking about in a few years or maybe in one year? in any event, I wish the best for you and don't give up because I would love to see this thing surface.
Deamon
08-07-2006, 11:23 PM
When you say first release are you still talking about in a few years or maybe in one year?
I don't know how long the developement will take and it also depends on how much our team will grow till then in the future. Our team is very small right now and i speculate that it will grow by the time and things can be speeded up. So i'm afraid to say that i'm talking here definately about years. I think i will release a demo long before the release. This could be in 2-3 years. Along the way i also will need a bunch of testers, in order to test it on various hardware configurations. This could be your chance to get intouch with it long before the release, if you would be willing to help out with testing. But overall i don't expect a full release sooner than in 5 years!!! And i am working on it for more than 3 years already! But the last few years were merely preperations, like modeling(the finished models will be mouth watering) and a hell of a lot of research and design. However in this 3 years i laid a good foundation for a solid and more rapid longterm developement. It's not long ago that i have started to code the engine but currently arriving at the pre-alpha stage.
This project consumed 3 years of my life already. My heart and soul is in this project and even if it would take me 10+ years. I don't care as long as i get my uber sim at the end with every switch and knob working, that no one else will be able to give me.
Deamon
supposedtobeworking
08-08-2006, 12:42 AM
Ok I might take you up on that testing gig, glad to hear your passion for this is strong. I don't want to be cynical, but it seems like the idea of a labor of love is a thing of the past--at least in the commercial game programming industry...there just isn't the character in games that there seemed to be maybe ten fifteen years ago(maybe just nostalgia...?) anyway keep cooking!
Deamon
08-08-2006, 02:56 AM
Ok I might take you up on that testing gig, glad to hear your passion for this is strong. I don't want to be cynical, but it seems like the idea of a labor of love is a thing of the past--at least in the commercial game programming industry...there just isn't the character in games that there seemed to be maybe ten fifteen years ago(maybe just nostalgia...?) anyway keep cooking!
Yes, back then there were more hobby developers that did games out of love and happened to be published later. Today the situation is of course very different. I think there is still labour of love in some projects(i'm just thinking on operation flashpoint to name one) but only so much as the commercial restrictions allow and that is often not much. Overal i would agree with you.
However i'm not realy a commercial developer. No one pays me for doing it. This is an indie project and for sure a labour of love. It's the love to u-boats and a burning desire for a uber u-boat sim that drives us. The commercial part of this project is just the fact that i will try to sell it when it's finished to compensate the expenses, fund a sequel and eventually making part of my living with it. But commercial success is questionable, because i expect the sim to be much more hardcore than sub sims usualy are, with a steap learning curve and i will have to see first how well this will be received. My success expectations are very humble. This is after all a labour of love, with hopefully commercial success in the end.
Deamon
WutWuzDat
08-11-2006, 08:12 PM
Hey Deamon,
Glad to see your still slaving away at it. Keep it up. From the stuff I've seen it will be a great game :up: :up:
Deamon
08-20-2006, 08:49 PM
Hey Adam, howdy ?
Deamon
WutWuzDat
09-08-2006, 11:53 AM
Hey, is everything going well? :yep:
nikimcbee
09-08-2006, 10:28 PM
Ok I might take you up on that testing gig, glad to hear your passion for this is strong. I don't want to be cynical, but it seems like the idea of a labor of love is a thing of the past--at least in the commercial game programming industry...there just isn't the character in games that there seemed to be maybe ten fifteen years ago(maybe just nostalgia...?) anyway keep cooking!
Yes, back then there were more hobby developers that did games out of love and happened to be published later. Today the situation is of course very different. I think there is still labour of love in some projects(i'm just thinking on operation flashpoint to name one) but only so much as the commercial restrictions allow and that is often not much. Overal i would agree with you.
However i'm not realy a commercial developer. No one pays me for doing it. This is an indie project and for sure a labour of love. It's the love to u-boats and an burning desire for an uber u-boat sim that drives us. The commercial part of this project is just the fact that i will try to sell it when it's finished to compensate the expenses, fund a sequel and eventualy making part of my living with it. But commercial success is questionable, becose i expect the sim to be much more hardcore than sub sims usualy are, with a steap learning cureve and i will have to see first how well this will be received. My success expectations are very humble. This is after all a labour of love, with hopefully commercial success at the end.
Deamon
Don't Give up:rock:
Deamon
09-09-2006, 02:11 AM
Thanks guys. I won't give up don't worry. We are doing steady progresses. I just got quiet, cose i'm to bussy for to much talk ;)
Hey, is everything going well? :yep:
Yes i'm doing much better now. Arriving at pre alpha right now.
Deamon
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