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-   -   List Of Indie Projects (https://www.subsim.com/radioroom/showthread.php?t=129346)

Deamon 05-21-08 10:59 AM

Quote:

Originally Posted by Sung
Deamon is your project playable?

Playable since more than 1,5 years. Some of the members here have seen it and maybe can voice their opinion on it.

Quote:

The screenshots on your site are still easy renders. Exist any ingame screenshots?
http://www.dreadnoughtproject.org/he...illa_Album.htm

Have you seen this on my site ? This IS ingame. I actually wanted to do another update with ingame screenshots where I wanted to take a ride through the bay but at this time the world was still pretty empty in IUF so I decided to dive away again and come back when there is more to see, even if it's still provisional. Anyway I have pretty much reached this point already. If you are interested I might grant you some deeper exclusive insights.

Sung 05-22-08 08:46 AM

Thats ingame?
The models look like a lot of polys and I saw some bad polygons for examples on the air exhausts? The ships are complete untextured? What engine is used?

DJ Funk 05-22-08 10:54 AM

Yes, lots of polys & currently no textures & yes in game. Engine is OGRE.

Sung 05-22-08 10:59 AM

Ah OK.
So you first finish the game mechanics and at last the Gfx?

DJ Funk 05-22-08 11:30 AM

Well it’s more like bits & pieces here & there. We don’t have the manpower so we fix things & add features based on what seems to be the biggest bottleneck in any given time. For example a graphics update has been done lately so things look now different from the pictures you see. Also for the first time the game has proper in game audio. I don’t know what’s next but I think it may be more graphics & more sound & then tools to add & configure more playable vessels to the scene :)

Deamon 05-22-08 12:33 PM

Quote:

Originally Posted by Sung
Thats ingame?

YES

Quote:

The models look like a lot of polys
Yes the models are poly heavy to several reasons. I knew from the beginning that it will take long to finish the project and when I would have choosen a polycount that would be appropriate for the time I started the project then by the time of releas years later the game would look totally obsolet. I regard visuals as very important so I was planning years ahead and choose a high polycount that will be up to date when the game is released to the public.

Also the targeted level of detail, authenticity andcertain realism features requires naturally more polygones.

Another reason the models are all polyheavy is that most if not all of the vehicles will be driveable. Of course the ship you operate should be of high quality since this is the vehicle you see from closest range all the time.

The vehicle SDK will be finished soon and then everyone can put his vehicles easily into the game and operate them. IUF is supposed to become a moders paradise at the end.

I also abandoned the idea to support the weak specs. IUF is too demanding and I want to optimize it from mid to high specs, judging by what mid to high sepcs will be by the time of release. The average hardware will get more powerfull till the release and I have planned ahead accordingly.

This is all fine cause I like to create a sim that is timeless.

Quote:

and I saw some bad polygons for examples on the air exhausts?
The artist who made this models for me left the team before he finished the job hense there are some errors and the models are not quite finished.

Quote:

The ships are complete untextured?
Apparently they are textured but not fully. U-boats are untextured.

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What engine is used?
I build my own from subcomponents. For rendering I use OGRE for sound I use right now OgreAL soon more subcomponents will join the party.

Quote:

Ah OK.
So you first finish the game mechanics and at last the Gfx?
Well actually it started out kinda vice versa. The first things I ever did for the project were a couple of detailed u-boat models. But after the coding work started almost 2 years ago I left modeling almost completely, I still want to finish my u-boats and recently modeled the kiel bay prototype. But else I would like to focus on coding, since I am the only coder in the team and leave the artwork for future artists.

Deamon 11-11-08 10:53 PM

I have updated the list with a new section that lists remakes. Also edited the list for better ergonomy.

Deamon 11-12-08 05:17 PM

Quote:

Originally Posted by Mikhayl
Very cool Deamon thanks. Regarding Mike's game, I find it strange for a WWII project to start with a type XXIII, could it be an alternate "Kriegsmarine 1946" scenario ? :)

I doubt that this is a scenario at all, as far as I understand it is just a test vehicle, one of many.

TarJak 01-15-09 05:35 PM

Announcement!
 
Doesn't look like there is a video thread here so I'll post this here...

OK all you budding Speilbergs... Here is your shance to strut your stuff and show us how good your machinima skills are in the inaugural Annual Subsim Machinima Video Festival, SubsimMachFest 2009!

Entries close 5pm AEST (Sydney, Australia), on 1 March 2009

Good luck!

Sunburn 01-15-10 10:20 AM

Perhaps also add the Red Pill to the list of active projects:
http://www.warfaresims.com/?cat=126

Deamon 01-31-10 04:03 PM

This Red Pill game looks fantastic but is it actually an indi game at all ?

Sunburn 02-01-10 09:55 AM

It does not have a publisher. Is this not the very definition of an indie project?

Deamon 02-01-10 10:28 PM

If it is developed without a budget only in spare time then that would be an indi project indeed. Seems like it has been develped paralel to GCB.

Sunburn 02-02-10 04:03 AM

Quote:

Originally Posted by Deamon (Post 1255369)
If it is developed without a budget only in spare time then that would be an indi project indeed.

That is exactly the case.
Quote:

Seems like it has been develped paralel to GCB.
No, GCB2 is developed by another team altogether (who BTW are also doing an excellent job on their own, be sure to check out the latest release).

Deamon 02-02-10 02:08 PM

Quote:

Originally Posted by Sunburn (Post 1255578)
That is exactly the case.

Ok, then i will put it on the list.

Is there any info about this group ?

Quote:

No, GCB2 is developed by another team altogether (who BTW are also doing an excellent job on their own, be sure to check out the latest release).
That is what i meant. Two very similar projects happened to be in development parallel.

Just like IUF happened to be under development parallel to SOF and Project 50 or what it name was.

Deamon 02-02-10 02:39 PM

btw: will this be freeware or payware ?

Sunburn 02-03-10 03:22 AM

The only publicly available information on the Warfare Sims crew is here: http://www.warfaresims.com/?page_id=2

The pricing (or not) scheme is yet to be clarified.

Deamon 02-03-10 03:59 AM

Ok, i see this are the Harpoon HQ guys. I haven't been there for a long time now. This are indies of course so i put them on the list.

This is all great and i am looking forward. I am wondering has GCB grown to a full game by now ?

Herman 02-03-10 05:03 AM

Quote:

Originally Posted by Deamon (Post 1256811)
This is all great and i am looking forward. I am wondering has GCB grown to a full game by now ?

The last time I looked at GCB, I thought it was basically functional. Personally, I would gauge it at a late-Alpha/early-Beta stage due to the significant changes that continue to be implemented.

Sunburn 02-03-10 05:29 AM

To answer the question on the list: "Red Pill" is the current working title. The sim will probably have a different name upon release.

Also plz don't forget the link (yes, some guys are too lazy to google): http://www.warfaresims.com/?cat=126


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