SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-19-19, 09:47 AM | #16 |
Loader
Join Date: Feb 2014
Location: Cancun, Mexico
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Nice game! are you using any comercial free engine for the graphics? like Unity or Unreal?
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07-19-19, 10:58 AM | #17 |
Dev Team
Join Date: Jun 2014
Location: Southern California
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I'm using Unity (same as Crash Dive).
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07-22-19, 09:37 AM | #18 |
Loader
Join Date: Feb 2014
Location: Cancun, Mexico
Posts: 89
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Yeah is a good engine (BattleTech and many games use it), even VS have a standard project to build apps with Unity, congrats mate!
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07-22-19, 11:49 AM | #19 |
Watch
Join Date: Oct 2018
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Looking forward...
Very interested in seeing this and improvements to the game...providing more depth around game play regarding finding and tracking of targets would be what I would like to see more of....
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07-23-19, 09:00 PM | #20 |
Dev Team
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I think you'll like the changes then. Rather than the randomly-spawned convoys from Crash Dive, the new game will have active shipping traffic in your assigned patrol zone; you'll need to use your radar, lookouts, and common sense to find them and sink them.
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07-24-19, 06:27 AM | #21 | |
Watch
Join Date: Oct 2018
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Downloads: 9
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07-28-19, 07:58 AM | #22 | |
Born to Run Silent
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Yes, I would allow the player to fire within a 90 arc, but the degree of error would increase. For more, refer to https://maritime.org/doc/attack/index.htm 810. ANALYSIS OF TORPEDO FIRING and 811. CURVED FIRE
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07-29-19, 08:29 AM | #23 |
Mate
Join Date: Jan 2019
Location: Home port: Lorient, last reported: grid AN423390
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Hello Scott!
Here are just a few questions/recommendations on the gameplay: - Will there be a manual AA gun station? (since planes are added in) - Will there be a TDC or a way of getting ship data manually e.g. A stopwatch, a range finder...? - Will there be a possibility to go from room to room in the sub? ( just one view of the room, but you can look around and interact with stuff...)? - Same with the deck and conning tower - Will there be a hydrophone station? Hope's this can give you some ideas on making an awesome sequel (it's looking very good and promising so far!) Can't wait for the game release Good luck with the programming and modeling! Happy Hunting UWG
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My SH1/SHCE mods thread :http://www.subsim.com/radioroom/showthread.php?t=241073 |
07-29-19, 10:39 AM | #24 | |||
Dev Team
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Location: Southern California
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Just the bridge, where you will use binoculars for spotting and TBT targeting when surfaced. Yes, but indirectly; data from sound, sonar, spotting, and radar are all combined into the "Chart View", where either precise or estimated enemy ship positions will be displayed based on what can be detected. Thanks for the notes! -Scott |
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07-29-19, 01:00 PM | #25 | |
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
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07-31-19, 10:46 AM | #26 |
A-ganger
Join Date: Nov 2004
Posts: 75
Downloads: 23
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Very much looking forward to Crash Dive 2
I purchased Crash Dive a while back and it has been great. An easy purchase to recommend to others. I am very much looking forward to Crash Dive 2. The iPad makes such an inviting platform to play games on I am very happy to see developers working with it.
Do you find the memory limitations of iOS devices to be much of a hindrance? I know the CPU is pretty fast but I have always wondered why so few games like Crash Dive and Silent Service are produced. The iPad adoption rate seems very large but there must be a reason why games like CMANO, Cold Waters, and Dangerous Waters are not ported over. Would you ever consider a more modern sub/ship simulator in the same vein as Dangerous Waters? Something where sonar, sound and detection comes to the forefront? One other aspect I would love to see would be a sub game that integrates a real TDC. A game where you had to calculate the mast height, course, and speed of a target so you cud generate a firing solutions. Also something that included realistic underwater hydrophones to detect incoming destroyers and depth charges. Thanks for taking my suggestions and questions! |
07-31-19, 08:49 PM | #27 | |
Dev Team
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Thanks, glad you enjoyed it!
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But the real limiting factor is that you can't make an *iPad* game; if you actually want to reach a worthwhile-sized player base, your game has to run on the vast majority of mobile devices out there (including iPhones and the huge range of Android phones. That said, I do find that, as a solo developer, I prefer making mobile games; the fact that you can do pretty much anything in a PC game means that you kind of have to do everything (because that's what PC players will expect). So developing PC games takes waaaay longer, because every little task requires so much polish and detail. Thanks for your game ideas and suggestions, I appreciate it! |
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08-02-19, 03:16 PM | #28 | |
A-ganger
Join Date: Nov 2004
Posts: 75
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09-05-19, 01:08 PM | #29 |
Chief
Join Date: Aug 2019
Location: Patroling the south pacific
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Want it. Take my money already!
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10-27-19, 01:57 PM | #30 |
Seaman
Join Date: Jan 2006
Location: East US
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Ya kiddin' me! Did that just fly by in passing...You do that? 1 dev? TGC is in my estimation one of the classic underrated mobile Air-sim shooters --incidentally encompassing my fav genre outside sub-sims: B-17 airships (still rocking Flying Fortress to this day). For the clueless, in TGC you tail-gun a B-17, popping 109s, etc, as they swarm in at all angles. You rack of points and promotions, bonus flack defenses and other goodies to aid you as faster and sturdier air-ships level up against you. You aim and fire by touch or, optionally, my fav, gyroscope. It's a ton of fun and not as facile as it first seems. Anyway, just wanna say it blew me away when I saw you were behind that as well as CD. Which all points to we all being well-grounded in looking forward to something special in CD2! All I can say is, Beam me up, Mr. Scott.
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