SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
07-19-19, 09:47 AM | #1 |
Loader
Join Date: Feb 2014
Location: Cancun, Mexico
Posts: 87
Downloads: 26
Uploads: 0
|
Nice game! are you using any comercial free engine for the graphics? like Unity or Unreal?
|
07-19-19, 10:58 AM | #2 |
Dev Team
Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 0
Uploads: 0
|
I'm using Unity (same as Crash Dive).
|
07-22-19, 09:37 AM | #3 |
Loader
Join Date: Feb 2014
Location: Cancun, Mexico
Posts: 87
Downloads: 26
Uploads: 0
|
Yeah is a good engine (BattleTech and many games use it), even VS have a standard project to build apps with Unity, congrats mate!
|
07-31-19, 10:46 AM | #4 |
A-ganger
Join Date: Nov 2004
Posts: 74
Downloads: 16
Uploads: 0
|
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 | #5 | |
Dev Team
Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 0
Uploads: 0
|
Thanks, glad you enjoyed it!
Quote:
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! |
|
08-02-19, 03:16 PM | #6 | |
A-ganger
Join Date: Nov 2004
Posts: 74
Downloads: 16
Uploads: 0
|
Quote:
|
|
|
|