Me and my friends are looking forward to this simulator. Great work.
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Been absent (inactive) for a while now, but like what I'm seeing here, nice to see subsims are still alive and well!
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We have 10 people with mixed skills working anywhere from 10 minutes a day to 10 hours a day with sub vets included (which can get in the way as you say, although the experiance and subject matter knowledge is in-valuable). We expected to have a playable demo akin to marulken by now. We dont (although we have something that exceeds our demo expectations, just not ready for release anywhere quite yet) Indie video game development 101: Its ready when its ready and you cant set a timeline until its 90% ready. Even then its sketchy. Its like trying to say "ill make it from Houston to Kodiak in exactly 250 hrs, you don't know traffic, commercial coppers etc. and I'm sure Neal knows how that works ;) |
Looks amazing! Can't wait to see what it becomes.
Serious question though: Do you worry about real sea-sickness in players with VR gear? Interesting new level of immersion, this VR stuff. |
Went to check out my countrys only preserved WW2 U-boat today (german made). Kept thinking about you guys and the possibility to get to play a game with all these levers and turn-wheels.
http://oi68.tinypic.com/naybc.jpg SO HYPED :rock: |
I am confused, is this game going to be a regular PC game, or is it going to be vr. if it's going to be VR, then i guess it's time for me to save up some money
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In our demo, the sea state is pretty mild, but there are waves higher than head-level and the boat does rock some. I did not get seasick, but I was affected by the movement and could not stop myself from trying to sway and keep my balance, even though my actual feet were on a stable studio floor. It's a crazy thing, truly. Honestly, I really want to build a VR version where the U-boat is in a true storm....I think I would risk the sea sickness to try that. :yep: I wonder if VR players will adapt to motion sickness the way real sailors learn to adapt to real sea sickness... wouldn't that be interesting? Quote:
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Ha ha, that's what we do here at Subsim :sunny:
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Never played with VR yet (motion sickness) but got some experience in smaller boats (sea sickness)... i think both are similar since in both cases the problem is that the sense of balance doesn't match to the visuals you get... On boats, as long you have moderate sea and 'static' visuals like the horizone there are no problems with sea sickness (so, if you get someone who becomes seasick on a sailboat in moderate sea-> let take him the rudder control on deck ASAP:03:) If you go under deck to grab some food and lose that 'visual' fix points, (similar to read a book as car passenger, some people get sick fast). There should be an option accessible like (one for 'outside' and another for inside sub) * Slider: fix view to ship <=vs.=> fix view to horizone (this should be always accessible in a 'pause'-menu) lol, that could also be used as a skill for a possible single-campaign mode: "seafarer-legs" :D - Getting seasick fast and hard to hit the controls in beginning :D I like the idea with the teleport system using a light beam, a nice matching flashlamp (red under 'red-light :smug:' conditions) :up: |
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Glad to see it's turning into a greater scope of game!
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Though it is a very interesting concept you really need to work on your graphics. If you can merge the quality of SH5 with this game it will be well worth playing.
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The graphics are what they are. We are a small dev team, SH5 had 27+ people and millions of dollars to make their game.
We are focusing on gameplay first. |
Welcome aboard!
Eagle0110!:Kaleun_Salute:
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However when people attracted to the eye candy find bad gameplay they become recommenders of quite a different sort. That can kill a game dead. Gameplay has to come first. You can make it look better later. |
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Games like DC, SH2-5 had much more than 27 people working at this games each with unlimited financial budget: they called fans and community worked for free to make these games better and better. I think that Einar, Oscar and Neal should prepare basic gameplay only (HMS Marulken was already playable), create Steam's multiplayer cooperation and publish this game code excluded Steam's multiplayer engine. In this solution Einar, Oscar and Neal will collect bucks with selling game by Steam (to play multiplayer on Steam) and modders will have full access to game code to eliminate bugs, make amazing mods, much more interesting that mods prepared for SH3-5 (like new ships, new submarines, new playable nations). |
You cannot mod Unity authored games by default. This is something developer has to actively support and its probably out of their development scope. http://forum.unity3d.com/threads/mak...e-game.312490/
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