SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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07-08-12, 09:59 AM | #1 |
Navy Seal
Join Date: Mar 2000
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All things are cyclical. Simulations will be back.
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07-08-12, 12:31 PM | #2 |
Grey Wolf
Join Date: Oct 2011
Location: Washington State
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The last good Silent Hunter game was S.ilent Hunter 4
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07-08-12, 12:34 PM | #3 |
Airplane Nerd
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I really hope so. There is no better genre in the PC world.
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07-08-12, 12:37 PM | #4 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
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*rant on*
If you really love sims that much, take up programming and get working on one. Everybody here is all doom&gloom about how sims are dead etc but just look at the indie forum here and it is utterly dead. Literally no projects going except the random guy doing VS addons or projects like ComSubSim or Danger from the Deep which have been around for a decade and aren't going anywhere. Like I've said before, I've been trying to launch a decent sub game for years now (I'm an artist) but always get stuck on not finding any programmers interested in subs. Then on these boards, where people are sub enthusiasts, noone steps up to the challenge but instead will bitch about how the evil publishers and casual gamers won't produce a sim for them. Seriously, with flexibly priced middleware like Unity, Leadwerks, UDK and Cryengine around, it's never been easier to start an indie project on a competitive tech base provided the motivation is there. *rant off* |
07-08-12, 12:58 PM | #5 |
Samurai Navy
Join Date: Sep 2006
Location: Germany
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@Julhelm...I think it is realistic to do a 2D sub sim like RedStormRising (concentrating on game logic and simplify the simulation environment a bit)...but 3D with a scope like Dangerous Waters(multi-platform including non-subs, which needs 3D) is a complete other story.
The engines you mention have not the focus on simulations..more on RPGs and that stuff...I am not claiming it is impossible but you would need months alone to learn the stuff to do simulations with it... So or so to develop a 3D naval sim, you would need to find a bunch of very dedicated people, doing this for a decade or more in their spare time... |
07-08-12, 02:26 PM | #6 | |
Grey Wolf
Join Date: Nov 2010
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07-08-12, 03:46 PM | #7 | |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
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I've seen that board and IMO it's going to be another vapourware project the likes of other "ultimate sims" like Fighter Ops or Danger from the Deep. Modding SH3 which already is a really good, solid sim isn't even comparable to creating one from scratch with all of the systems modelling and tech programming that requires. UBI tried with SH5 and even they couldn't get it right with a 50-something man team. So the idea of enthusiasts building the ultimate U-boat sim that blows SH3-4-5 out of the water simply isn't credible. Where's the funding? Fighter Ops aimed to be the ultimate flightsim and used one of the first crowdsourced funding models and they've been vaporware for almost a decade. Jet Thunder showcased awesome proprietary tech and artwork, even have a publisher but has failed to materialize, going the vaporware route. Danger from the Deep looked awesome = vaporware again. What would have been credible would have been SH1-type sim with 2D interface and simpler 3D ships. But designed-by-committee ultimate full-3D all-systems-modelled u-boat sim? It's not a realistic goal. Hawk has it right when he says you'd have to have a bunch of very dedicated people working hard for over a decade and even then it's too big of a scope and since it's community-input driven, it's going to suffer from a bad case of feature creep. Remember S.T.A.L.K.E.R.? Originally set to release in late 2002? Then the devs fell into the trap of trying to implement every feature the community asked for to the point where THQ had to step in and drastically cut the scope down to something that was manageable. Look again at the indie subsim forums here. It is littered with "never-went-anywhere" projects. And all of them will have failed on setting out with too big a scope and too lofty goals. Or they were one-man visions without the will to compromise and work with others, and died when spare time ran out. @Hawk66: The engines I mentioned can be used for sims if one is willing to give up modelling the whole earth: Combat-Helo is pretty far along and uses the Leadwerks engine which is optimized for FPS's. Naval War uses Unity. For both of these, the compromise is map size. But the question is, do we really need to navigate the globe in realtime in 3D? Or can we live with transiting on a 2D map ala Silent Service and procedurally generate a 32x32km 3D area when combat occurs? Or have a set of smaller but more detailed maps? Modelling a globe sounds nice but it's going to end up like MSFS where you get the entire globe but in pretty lacking detail with a few key areas modelled to look authentic. Interestingly there is a flightsim that uses Google Earth as its terrain renderer. |
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07-08-12, 05:16 PM | #8 | ||
Navy Seal
Join Date: Mar 2000
Posts: 8,643
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07-08-12, 06:47 PM | #9 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
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Yes, heaven forbid one has a realist attitude when it comes to indie development.
Trying to do AAA-level DCS: U-boat is simply not going to happen unless there is substantial funding behind it to pay people to make it. Until the HAHD team can demonstrate that, they'll be no more credible than Fighter Ops or Jet Thunder. So go ahead and prove me wrong. |
07-08-12, 06:53 PM | #10 | |
Black Magic
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You need a team of programmers to make a new game from scratch! |
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07-08-12, 06:53 PM | #11 |
Grey Wolf
Join Date: Nov 2010
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07-08-12, 07:07 PM | #12 | |
Navy Seal
Join Date: Mar 2000
Posts: 8,643
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07-08-12, 10:08 PM | #13 |
Born to Run Silent
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Attitude is very important, to developers and to gamers. It's tough to see people who have bad attitudes expect better results.
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07-09-12, 03:34 AM | #14 | |
Seasoned Skipper
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Quote:
And no, I'm not trashing people's projects: I am saying they all ended up as vaporware. That's the truth. It doesn't matter if they started off with the best of intentions, because in the end they all failed to deliver because ambitions were too high. So what good are community projects like these if they at best fail to deliver (like Jet Thunder, DotD) and at worst scam people through paid-access forums (Fighter Ops)? Come on. If a project runs on and on for 5-6 years without even an alpha release, then it's not going to happen any time soon. And even if it does, it faces the problem of looking obsolete and poor against the competition so it ends up like Duke Nukem where engines are swapped out, content and code has to be scratched and redone and features are added in the meantime etc. So it gets perpetually delayed as the bar keeps getting raised and when and if it ever ships, it's going to be broken and unsuccessful. What I want to see is a proper project plan where milestones and deadlines are planned ahead, a design document that describes how the game plays and what features are and are not in, and a funding plan, be it publisher money or preorders with alpha build access. And it has to have someone in charge acting as a producer that can manage things so the project isn't killed over in-fighting between team members or losing a key member. Without this organisation, it's not going to be any more credible than the projects I listed. For the sake of perspective, consider that DCS runs on about 15 years of legacy codebase and experience. FSX/Flight has 30 years of legacy development. X-Plane about 20 or so? Even Strike Fighters has over 10 years and only began to be "complete" some 3-4 years after release. So if you develop your sim from scratch today, that's the kind of timeline you're looking at before you can reach that level of production values/fidelity. Again, this isn't a case of bad attitude on my part. If you go look at the state of indie projects, you'll find 90% of them never make it to beta, much less release, for all the above reasons. Last edited by Julhelm; 07-09-12 at 09:46 AM. |
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07-09-12, 10:17 AM | #15 |
Grey Wolf
Join Date: Feb 2009
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It is no time for "true sim" now. All developers look at our money only and keep attention for arcade or simply games. Unfortunately only the big game companies can give us usually good and playable game.
The open projects have too poor background - examples: undeveloped DotD, SurfaceWarfareSuperMod still not developed, GR2Editor for SH5 is developed by one person only... At this moment only "World of Battleships" can be good target for us. Developers still change the idea of this game (latest news tell us about shooting torpedoes by destroyers and transport ships) - maybe in the future we'll spot submarines at this - unfortunately arcade game... Other idea is access to open source of game - this forum join many moders with some brillant ideas. But no open codes for horizon included old project like Battlestations:Midway, SH3 or Enigma:Rising Tide...
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Last edited by PL_Andrev; 07-09-12 at 10:27 AM. |
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