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Definite buyer here, my 4s is crying for z great uboat sim.
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Sorry if this was asked already but are there any plans for an IPad version?
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The (later) desktop version will be available for PC, Mac OS X and Linux with dramatically enhanced graphics compared to the iOS version. It will also offer a modding interface to add your own ships etc. And there will be a way to exchange your saved mission states between the iOS and the Desktop version. Another idea is to create an iOS App as a controller for the Desktop version later. |
It's also written in the name of this thread but the change of the title is not visible when viewing the "General Games Discussion" board. :-/
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Any news on the release date? March is coming up fast! :)
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I will show new movies before. |
Yeccchhh ....
Well, it's four weeks later -- 2 weeks after the "I'll Be Working On This Fulltime!" deadline --
and nary a word as to an update .... I'm glad SubSim's on to this guy & his vaporware-in-the-making. Just click the website he links to for the whole sordid & messy story. He lists the release date as "Late 2011". Late 2011!!!! Only after me & someone else mentioned that on WOTA's FaceBook page did he even bother to change it. And that was just several months ago .... For the past FOUR YEARS, it's been nothing but one bullspit excuse after another, after another, after another .... Right now, you're seeing the latest nonsense of what the rest of us've had to put up with. With such a long "development time" *ahem* this game's just gotta be the be all & end all of u-boot sims. I mean, just look at "Cliffs Of Dover". See how well that turned out ....? |
Keep in mind that this is an incredibly ambitious project being carried out by a single individual. It is not being worked on by a team who can support each other and carry the torch when life gets in the way or you just need a break to clear your head.
One person is doing everything; research, design, development, art, community management, marketing and it can be a very heavy burden to carry for such a long time. After 4 years of work the project won't generate a single cent in income if it becomes vapourware, unlike professional developers who get paid to code vapour, so the motivation is definitely there to eventually get WOTA published in some form. I don't know where WOTA currently is in its development or if/when it will be released, but I do know that being the sole indie developer of a naval simulation is an incredibly lonely, long and hard road. Hang in there V-I-C- and best of luck with your inspiring project :salute: |
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As said above, it's a one-man indie project, not a big-budget title. It's not been developed through anybody else's effort or investment. The developer is not accountable to anyone but himself. Your complaints would at least be exusable (if still a bit problematic) had you actually invested something into this, but since that's not the case, this kind of attitude is really not welcome here. If we want to encourage indie developers to take a crack at making subsims, loading them down with unfounded entitlement is not a good way to go about it. |
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You Don't Quite Get It
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Well wait a minute, now. You just gave me this big speech on how it's so difficult for one person, etc., etc., etc. .... And now you are agreeing with me that there's a possibility [not me -- I say definately] that this will never see the light of day?!? And don't you think that I am more than well aware that this is a one man job and all the work that that entails? Don't you think I know that?!? My problem is why say release date, after release date after release date, meet none of them, then offer lame bullspit excuses as to why all of them have come & gone? Or, 3 years into it, keep posting videos that say "Ooh lookie at the water effects on an iPhone 3GS!1!11!" -- a 3GS .... -- as if that's some sort of this major development milestone that's been met. Or coming up with some wild, cockamamie scheme on how "1942: Battle Over The Paciic" is the real star here and that the proceeds from that will be used to fund WOTA's development, when now neither "1942" nor WOTA aren't anywhere near not being years [that's "years", with an "s", as in "2 or more"] away from even a beta, so now he's scrambling to foist this garbage on us on how WOTA was all along meant to be a series and this mini-sim is just the first in that series blahblahblah .... Look .... I was as enthused & jazzed-up about this just as much as you, if not moreso. But you can only be kicked in the teeth so many times before you respond. When it was so obvious -- and very early on, too -- that this was never gonna get done, did he simply come out and admit that? Oh, no .... He just kept piling on the promises until it all finally collapsed in on him, thus bringing us to this "First In A Series Mini-Sub" nonsense. This is Mission Impossible/Daikatana/Duke Nukem Forever/Cliffs Of Dover all rolled into one. That's my point. Quote:
I'm a potential customer. How's that? Quote:
What's written here's zweite hand. I experienced all of this on the frontlines. Quote:
What's your "stake" in defending the indefensible? And I've been reading SubSim regularly since 2006. Quote:
As I said, I am a potential customer. I am the only one he's accountable to. Quote:
"Well, what your saying's true, but he doesn't owe you any explanation!" Tell ya what .... Hows about you & me making a friendly wager, hmm? What is this, Spring 2013 we're in now, right? I say come Spring 2014, we're still talking about this. Deal? Quote:
The "If You Complain, You're A 'Troll' " stupidity. Gee, I thought the folks here at SubSim were above that .... Quote:
More like stabbed-in-the-backness. And I guess only professional Hollywood industry people are the only ones "allowed" to critique movies, huh? But I will say this: if I was fortunate enough to be able to code in iOS, I absolutely would not go about it the way this guy is. I'd keep my yapper shut until product was debugged, up & ready to go in the App Store. Then I'd go to the appropriate places online & promote the stuffing out of it. That's what I'd do .... |
I ask again - why do you slam someone for, you know, trying to make a game on their own? What's your stake in this? Why are you so incensed at the possibility it might never see the light of day? Why be angry about something that doesn't yet exist as a product (even if it exists as a working project)?
I would understand if you already pre-ordered the product as a full-price $60 game and were waiting for it to be delivered, but for something that is just a small project that, should it come out, would probably just be an app costing a few dollars... that's not really a lot to be bothered over. I'm not interested in making wagers. If it doesn't come out, it doesn't come out. That's just a fact of life in small projects that have no start-up funding. Most of them don't, and that's okay. That's just the business of development. Even something that gets infinitely delayed or never comes out is, contrary to popular belief, valuable - both to the developer personally and the scene at large. I will be glad if it does come out, a little sad if it doesn't, but I wouldn't fuss over it. After all, it's cost me $0 so far and I've enjoyed looking at the screencaps. Reading promises or following something on a forum or facebook is not a form of contract, nor is there any honour code out there that says it is, if you know anything about the workings of such projects. The fact is that the developer doesn't owe anyone anything. |
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I am certainly not trying to personally attack the guy.
What would be the point in that? Would it make the game arrive any faster? To quote Jim Dalrymple: "Nope." Besides, it's quite distasteful. If, to some, it comes across like that, let me say: That's not my intention. What I'm saying is, for someone's who, obviously, wants this game to be known, he's really alienating a lot of people with all the delays & excuse after excuse. That's what I'm saying. This game is making "Half-Life 3" look like "Angry Birds"! |
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