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10-18-12, 12:37 AM | #1 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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Quote:
They go down in flames much more readily and more often than their sturdier US counterparts with self-sealing fuel tanks and armour. |
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10-18-12, 12:59 AM | #2 |
Willing Webfooted Beast
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You, sir, are amazing!
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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 |
10-21-12, 09:59 PM | #3 |
Captain
Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
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V1.01
Downloaded and played, and yeah not bad for the price. Love the damage modelling. But ah... btw, the Iowas had only nine 16" guns.
Any way though, you've obviously put a lot of effort into this and with some more tweeking could be quite good. Working fine on 4th gen Ipod touch with ios 5.1.1. Some suggestions: Would be good to have incremental upgrades rather than just on/off. Are you looking to later reintroduce depth charging with random damage/survival? I rather like the 'search' aspect as is. Multiple player units? Enemy units to the far left or right of the field 'dissappear' if they move too close, preventing the player from targeting them. |
10-23-12, 11:14 PM | #4 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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Thanks for the feedback Troopie.
The Iowa gun typo is fixed in v1.02 which Apple should make available any day now. Incremental upgrades are certainly possible. The top one on my list is Fire Control, Improved Fire Control to give 3 then 6 shots in the shot history. Have suggestions for others you'd like to see? Depth charging: I'd like to bring this back once we get full 2D movement of the the ships implemented. Right now, once the escort passes over the player sub there's no way for the player to shoot back/evade in any meaningful manner as you've mentioned, so auto-kill was initially the only real option with depth charges. Multiple player units gets requested a lot. It is a big job to engineer the AI to choose targets, but its something I'm working on. Don't expect it in the very near future though as the levels need to be re-worked to keep the game challenging and to support 1-3 player ships vs 1-6 enemy ships (even more if I can optimize the game even further). The far left/right issue will be solved (eventually) with the full 2D navigation (although its mostly an issue with the submarine only at the moment). The goal there is to introduce full 2D ship movement with "guns on target" to bring in the full tactical aspect of maneuvering for full broadsides etc. Another big project though that will be some time in the making. |
10-25-12, 11:02 PM | #5 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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v1.02 just went live and is now available on iTunes. Enjoy and let me know what you think.
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10-30-12, 08:24 PM | #6 |
The Old Man
Join Date: Mar 2002
Location: Ayr,Scotland,UK
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1.02 is great, running fine on my Ipod Touch 4g, great to have the turn limits loosened particularly on the later levels. Hope you are selling lots of copies!
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"The action is simulated...the excitement is real!" Microprose Simulation Software. |
11-08-12, 02:42 PM | #7 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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v1.03 has just been submitted to iTunes. It is a quick update focused on addressing a few "disengage" issues with islands as well as improving performance on lower-end hardware. We can expect it to be available in about a week and a half.
Here's what's in it: - Islands with all structures/aircraft destroyed no longer launch aircraft - Player ship may immediately disengage an island that has had all structures/aircraft destroyed - Improved memory management on lower-end devices - Fixed a bug in Zone 37 that caused shells to be randomly inaccurate |
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