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-   Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
-   -   Introducing: Wolfpack (https://www.subsim.com/radioroom/showthread.php?t=227250)

Coldshot 08-17-16 06:13 PM

Me and my friends are looking forward to this simulator. Great work.

Soundman 08-17-16 08:57 PM

Been absent (inactive) for a while now, but like what I'm seeing here, nice to see subsims are still alive and well!

Onkel Neal 08-18-16 12:16 AM

Quote:

Originally Posted by Bent Periscope (Post 2427340)
:arrgh!:Hi Neal.
When do you think we'll be able to test and/or play Wolfpack?

If I said I would be guessing, and your guess is as good as mine. Still have a lot of work to do, with one programmer and one 3D modeler, and me getting in the way. :arrgh!:

nsomnia 08-20-16 08:55 PM

Quote:

Originally Posted by Onkel Neal (Post 2427430)
If I said I would be guessing, and your guess is as good as mine. Still have a lot of work to do, with one programmer and one 3D modeler, and me getting in the way. :arrgh!:

Exactly.

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 ;)

Sophist 08-22-16 09:21 AM

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.

klingenj 08-24-16 01:15 PM

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:

Anarchy 08-28-16 12:53 AM

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

Onkel Neal 08-28-16 02:35 AM

Quote:

Originally Posted by Sophist (Post 2428687)
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.

They tell me that motion sickness is a concern with VR games where you "walk" or "run". The VR I have seen is structured so that you "teleport" from place to place in the game; you point a light beam at the spot in the game where you want to go and click the controller, and you are there. That avoids the motion in the game that induces motion sickness. They tell me.

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:

Originally Posted by klingenj (Post 2429250)
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.




SO HYPED :rock:

Nice! Which sub is that? Vesikko?

Quote:

Originally Posted by Anarchy (Post 2430053)
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

Wolfpack will be a regular PC game. If the support for the game is sufficient, the devs are very interested in developing a VR version of the game. Their proof of concept demonstrates the current game engine will work in VR; to make a VR version would require additional development to make the game work in a VR environment. TL: DR - regular game + VR if sales are good.

klingenj 08-28-16 08:59 AM

Quote:

Originally Posted by Onkel Neal (Post 2430061)
Nice! Which sub is that? Vesikko?

It is indeed Vesikko. It was very nice, and I can not believe I havent gone before. Your game is having me discover new sides of me! :arrgh!:

Onkel Neal 08-29-16 02:40 AM

Ha ha, that's what we do here at Subsim :sunny:

Feldpost 08-29-16 12:41 PM

Quote:

Originally Posted by Onkel Neal (Post 2430061)
...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?
...

Interessting point :D

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:

Catfish 08-30-16 07:09 AM

Quote:

Originally Posted by Feldpost (Post 2430476)
[...] 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:) [...]

Lol tell this to my wife. She was seasick below deck as she was on deck, and at the helm. But then i still wonder what she was doing aboard S175 back then :haha:

Aktungbby 08-30-16 10:48 AM

Quote:

Originally Posted by Catfish (Post 2430679)
^ Nice!
Not as Diesel-electric as in the US fleet subs, but the first time i read about this, and in detail!

Should post this in the Wolfpack forum, so they can build this sim right! :)
But maybe a bit too complicated to simulate all this :hmmm:

What should be simluated though is, while both Diesels running full ahead and both driving the generators (= both electric engines switched to generator/dynamo mode and coupled to the propshaft), the overall speed should change from say 18 knots to a bit less, but not decreasing the overall speed so much as it has been simulated in all those other sims!

Running full ahead while charging the batteries should still be good for some 15 knots!
:haha:

http://www.subsim.com/radioroom/showthread.php?p=2430500#post2430500 DONE ! The 5% rudder screw-speed offset should be interesting. :shifty: :rock:

Eagle0110 09-07-16 01:59 PM

Glad to see it's turning into a greater scope of game!

Ashikaga 09-07-16 03:59 PM

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.

Onkel Neal 09-08-16 01:50 AM

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.

Aktungbby 09-08-16 08:55 AM

Welcome aboard!
 
Eagle0110!:Kaleun_Salute:

Rockin Robbins 09-13-16 02:18 PM

Quote:

Originally Posted by Onkel Neal (Post 2432791)
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.

I absolutely agree. Eye candy will get someone to look at a game. Gameplay keeps them playing it. You sell additional copies when people who keep playing the game recommend it to others.

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.

PL_Andrev 09-17-16 02:12 PM

Quote:

Originally Posted by Rockin Robbins (Post 2434057)
Quote:

Originally Posted by Onkel Neal (Post 2432791)
The graphics are what they are. We are a small dev team, SH5 had 27+ people and millions of dollars to make their game.

I absolutely agree.

Absolutely disagree with you.

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).

Gotmilk 09-19-16 03:01 AM

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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