SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-18-13, 06:18 PM | #16 |
Willing Webfooted Beast
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You got yourself stickied! Good job mate!
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
01-18-13, 07:11 PM | #17 |
Lucky Sailor
Join Date: Oct 2010
Location: Rome
Posts: 4,272
Downloads: 81
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That master bathroom is huge! Such a waste of space.....
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01-24-13, 06:42 AM | #18 |
Ocean Warrior
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It looks like the picture is inverted - check out the mouse pointer.
This looks good, I hope it works out financially for elanaiba and the rest of the team. I wish it to any developer to be able to stand on their own feet, without having a pesky publisher in the back. I already dream of a spin-off. The planning stage would make it perfect for a revival of "They Stole A Million" or "The Clou!". I spent countless hours on both of them. I would probably buy this game if it is fun, however shooting people is great, but robbing people is also! |
01-24-13, 07:16 AM | #19 |
Ace of the Deep
Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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The green cursor is actually a WIP interface for the "aim in this direction" order you can give to your soldiers.
Re - stealing - sounds fun, of course You may want to look into Monaco which is not out yet but looks fabulous, and right up your alley as far as I can tell http://www.pocketwatchgames.com/Monaco/
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With strength I burn... |
01-25-13, 04:30 AM | #20 |
Commodore
Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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Eh eh I love the Indie game quote of Fate of Atlantis, well done Dan, it brought memories
"mmmm... This X is..... A little to the south AND.... Slightly to the west!" |
01-26-13, 12:10 PM | #21 |
Stowaway
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Soo.....
Your not really selling leather jackets then? Someday a Leather jacket with your logo on it will be worth money. (We'll talk about the percentage for that idea later. ) I'm waiting with payment information ready now Dan! |
01-27-13, 03:02 PM | #22 |
Engineer
Join Date: Feb 2012
Location: Belgrade
Posts: 215
Downloads: 54
Uploads: 0
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I love these kind of games, it reminds me of old days when gameplay did matter,
and it looks great |
02-01-13, 02:50 PM | #23 |
A-ganger
Join Date: Oct 2011
Posts: 71
Downloads: 412
Uploads: 0
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What are you coding in??
Cool looking game btw. There was a great tactical game I used to play, will have to dig it out of a cardboard box to get you the name, but it basically was a 3D environment rather than 2D but you command up to a troop of soldiers and have to think about cover and bound and all that sort of thing. Will post the name as soon as I remember it or find it. Might hold some good ideas. |
02-01-13, 05:21 PM | #24 | |
Lucky Jack
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Quote:
How the gameplay exactly works? Make plan, and execute it in one go, or make plan for one turn, execute and the plan again? Will there be anykind of multiplayer option? |
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02-02-13, 01:50 AM | #25 |
Stowaway
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Ooohhhh, this is already one of my most anticipated titles of... ever?
We need stuff like that! I hope the development goes smooth for you guys... Now shut up, work and take my money!!! |
02-02-13, 06:48 AM | #26 | |
Ace of the Deep
Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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Quote:
Re: coding - We're developing our own engine - crazy / ambitious programmers @Dowly: Plan, execute, but can stop and adjust the plan at will as it goes. There are no turns, not even in the sense that Frozen Synapse uses the term. You can also give some orders to soldiers on the fly, but of course you can only "manhandle" only one soldier at a time and that makes planning very important. Re: multiplayer - not for a while, at least. There are some neat ideas that we're thinking of exploring, but a strong SP is the primary focus at the moment.
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02-02-13, 01:50 PM | #27 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Purely handcrafted maps or generated? Possibility for user generated maps?
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Contritium praecedit superbia. |
02-02-13, 04:45 PM | #28 |
Bilge Rat
Join Date: Nov 2008
Posts: 1
Downloads: 42
Uploads: 0
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Looks promising! Kinda reminds me Counter Strike 2d and Hotline Miami... but with much better graphics. I don't know if you need cash for Your project, but if You'll place it on e.g. Kickstarter, I'm sure you will get proper attention Salute to all members of Subsim
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02-03-13, 04:05 AM | #29 |
Stowaway
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^
Welcome aboard, bilge rat! |
02-03-13, 05:37 AM | #30 | ||
Ace of the Deep
Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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Quote:
With time we will do a proper editor, but even now anyone can do his own maps. While there are some tech issues (hosting etc) to be solved, our plan is to have a seamless way for the players to create maps and share them with other players, directly in the game. As for actual generated maps, I'm pretty sure we'll have "generated gameplay" at some point. In other words, you could play the same map in different scenarios and different tactical situations. Actually generating the environments (walls, rooms, floors, doors, etc) seems much more difficult from my point of view, but once we get some other features out of the way, we'll see what can be done. The issue for me is to not just throw stuff on the screen, but have it actually make sense. Quote:
Kickstarter is not available to us as we are not UK / US based. But we'll do some sort of crowdfunding, yes News to come the following weeks.
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