PDA

View Full Version : Demo gameplay + commentary


Onkel Neal
06-23-21, 08:57 AM
https://youtu.be/0i4wqucuHkQ

cbrown1790
06-23-21, 01:57 PM
That demo looks AWESOME!!!

Can't wait until it's released.

Great Job!!

Bubblehead1980
06-23-21, 04:45 PM
Looks great, excited for this. One thing is hope will change the robotic sounds crew voice, its annoying and immersion killer, a more natural speaking voice would work better. Hope the arcade like gunsights in turret can be disabled. Otherwise, looks great.

les green01
06-23-21, 09:21 PM
it looks ok but the gunsights and voice

Artur Salwarowski
06-24-21, 03:29 AM
Hi there,

the gunsights are already optionally automated and you can aim by radar. As for the crew voices, you can turn them down (music, sound fx, and speech all have separate sliders for volume control).

mapuc
06-24-21, 09:40 AM
Can't wait for its release.

I hope that, after this game has been patched due to some errors the dev team will create an addon-which is subs.

Markus

PurpleCow
06-24-21, 12:24 PM
I thought the demo was going to be released in June. Is this still the plan?

Sonarman
06-24-21, 08:09 PM
I thought the demo was going to be released in June. Is this still the plan?

That was the original plan and the demo was ready for the Steam Next Fest but the publisher/investor decided that the devteam ( Iron Wolf Studio) should postpone the demo’s release as it was deemed too complex for the average user. The devteam now plan to release an amended demo in Oct witn full tutorials and DW style AI assistants that you can turn on and off to adjust the difficulty. The team are determined that the game will not be dumbed down.

PL_Andrev
06-25-21, 10:46 AM
The team are determined that the game will not be dumbed down.
Hope so. but missed co-op with subs here.
But looks like my DC game memories , when fight agains colleagues played SH2. Beauty... and dangerous.
But I miss hunting real players... this is what I'm really waiting for.

Pelle71
06-27-21, 02:56 AM
Hi there,

the gunsights are already optionally automated and you can aim by radar. As for the crew voices, you can turn them down (music, sound fx, and speech all have separate sliders for volume control).





Make a dynamic campaign, is it just a skript driving game, i'm out.

Sean C
06-27-21, 05:46 AM
If you keep at least as much manual control as in the video above as an option, I will buy it.

Lanzfeld
07-09-21, 09:05 AM
I just downloaded it and played really quick and it looks promising. Keep in mind the sonar diagram is NOT relative to your ship but it’s actually on true north. So if you have the submarine off of your nose it’s not necessarily straight up on the sonar diagram. It’s a little confusing.

So far I like it but it seems like the submarines are super aggressive. In real life they would be trying to hide from the destroyer but in the simulation so far they press the attack on the convoy while you are actively pursuing them. Maybe this can be an adjustable realism setting?

Artur Salwarowski
07-09-21, 10:46 AM
Hi there,

Thank you very much for the feedback. Yes, the current AI is slightly on the agressive side, because of some issues that we have encountered in mid-development of the demo.

When we first implemented the AI, it had more maneuvering variety and the agression level was more or less what we wanted. However, as development progressed, certain issues popped up which made it difficult for the U-boat to re-engage the convoy once you pressed it hard enough. It often happened that the U-boat was unable to get a decent shot even if you didn't really pursue it, and it seemed wrong not to have a challange, or at least some pressure - the game got boring if there was no feel of immediate danger ;)

However, in the full game we will have multiple U-boats, and they will have 'levels of temperament'. There will be Kaleuns who attack agressively, and those who will lie in wait and make various confusing maneuvers.

In general, the AI is far from ready, so don't worry - it will be much better once we finish.

Lanzfeld
07-09-21, 12:24 PM
Killed the sub. Don’t know how to post pictures here.

Artur Salwarowski
07-09-21, 12:27 PM
Wow, that's quick :Kaleun_Applaud::Kaleun_Salute::Kaleun_Thumbs_Up:

I thought it would take you a little longer till the first kill, but cheers! :Kaleun_Cheers:

Lanzfeld
07-09-21, 12:36 PM
I might have been lucky. I just started a plot and then I lead him a little using my eyeball. Didn’t use the TRR graph thing. It is difficult to operate several stations at once but that comes with practice.

Having fun so far.

One quick suggestion. The little picture of the sub that appears when you drop is a little vague. Can’t tell where the drops are going. Maybe a top down view would be better?

PL_Andrev
07-09-21, 04:30 PM
@Arthur,

This game is AWESOME.
Thank you for release a demo to test this game.
Amazing, I missed that since old Destroyer Command.

Unfortunatelly there are some missing features which I want to show.
Maybe you add them...

Difficulty level:
easy mode with auto-update CIC contacts
hard mode with no uboat camera when drop DC

CIC & SONAR:
I missed ship icone at CIC and SONAR to know where ship is going.
(Maybe normal difficulty only?)

Control:
WSAD is much more "friendly" than type 023 course again and again.
Similar with speed.

Ships:
More ships: tankers, linears, troop transports
More sinking effects: explosions, burs etc,

Sonar:
Not sure passive hydro is working (my scrollwhell doesn't work).
Maybe player is able to listen uboat propeller itself?

Mission end:
+ Don't know why mission is over after 25 minutes.
+ (No damages for uboat, 4 of 9 ships destroyed).

AI:
+ Let Ai try attack player - my DD stopped and nothing happened.

Next proposals:
+ Mission editor (build big convoy, weather control)
+ Multiplayer co-op mode with escort cooperation (one DD = one player)

Next expansions:
+ Multiplayer mode DD vs SUB (one ship = one player)
+ Pacific theatre

Post scriptum:
+ Background music is absolutelly gorgeous.
:up:

Swabbie
07-09-21, 05:09 PM
Just got done with my first try at the demo. Didn't do too well. It was like Otto Kretschmer verses Clem Kadiddlehopper. But I had a good time. Will be following the development of this game closely with and eye towards buying.



Great job so far Iron Wolf Studio.

Furia
07-12-21, 03:13 PM
Took me a few days but I managed to sink the sub with no convoy loses.
Once I learned how the sim works and the robotic U-Boat campain operates, I had a great time.

https://i.postimg.cc/2SpJNSvW/Destroyer.jpg

Sean C
07-13-21, 03:34 AM
I haven't had much time to play. So far, I'm doing terrible ... but loving it.

mapuc
07-13-21, 11:13 AM
I haven't had much time to play. So far, I'm doing terrible ... but loving it.

A Naval learning school wouldn't it be something to add to the game. Like in SHIII where you can practice navigation, firing torp. a.s.o.

In this game you would be able to practice the basics.

I think it would be a great thing to have.

Markus

yubba
07-14-21, 10:31 AM
A Naval learning school wouldn't it be something to add to the game. Like in SHIII where you can practice navigation, firing torp. a.s.o.

In this game you would be able to practice the basics.

I think it would be a great thing to have.

Markus

nothin like getting thrown into the deep end,, was a sub commander,, now a Destroyer Captain nothing like being a target

swellfella
07-17-21, 04:54 PM
Somebody, somewhere has asked this and probably been answered -- bear with me. The displayed art work presented on all portals is truly something to behold. The work and attention to detail is without par. Question here is how much of that modeling will actually go into the game? The demo while impressive need not have called for detailed modeling of the interior working of WW2 DD's as presented in the trailer and later static shots showing actual vs rendered images for the game. Will we see those renderings in the completed games or was that eye candy for titillation and/or research purposes?