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-   -   Crash Dive 2 (https://www.subsim.com/radioroom/showthread.php?t=241822)

kolc 07-24-19 06:27 AM

Quote:

Originally Posted by PanicEnsues (Post 2619939)
I think you'll like the changes then. Rather than the randomly-spawned convoys from Crash Dive, the new game will have active shipping traffic in your assigned patrol zone; you'll need to use your radar, lookouts, and common sense to find them and sink them.

...ok now I am hooked...RADAR!


:Kaleun_Thumbs_Up:

Onkel Neal 07-28-19 07:58 AM

Quote:

Originally Posted by PanicEnsues (Post 2619149)
I'm debating whether to eliminate the fire arc limitation that Crash Dive has, and would love to hear feedback.

I know that the Mark 14/15/18's gyroscopes allowed setting an angle that the torpedo would turn to after launch; but was there a practical limitation to that? E.g., would they ever fire a torpedo with a 90-degree offset? If so, I could just let the player fire at any relative bearing (from whichever torpedo room is within the 180-degree arc).


Yes, I would allow the player to fire within a 90 arc, but the degree of error would increase.

For more, refer to https://maritime.org/doc/attack/index.htm
810. ANALYSIS OF TORPEDO FIRING and 811. CURVED FIRE

UnderWaterGamer 07-29-19 08:29 AM

Hello Scott!

Here are just a few questions/recommendations on the gameplay:

- Will there be a manual AA gun station? (since planes are added in)
- Will there be a TDC or a way of getting ship data manually e.g. A stopwatch, a range finder...?
- Will there be a possibility to go from room to room in the sub? ( just one view of the room, but you can look around and interact with stuff...)?
- Same with the deck and conning tower
- Will there be a hydrophone station?

Hope's this can give you some ideas on making an awesome sequel (it's looking very good and promising so far!) :Kaleun_Cheers:

Can't wait for the game release

Good luck with the programming and modeling!

Happy Hunting

UWG:salute:

PanicEnsues 07-29-19 10:39 AM

Quote:

Originally Posted by UnderWaterGamer (Post 2620748)
- Will there be a manual AA gun station? (since planes are added in)

Yes; my goal is to basically integrate my other mobile game, "Tail Gun Charlie", to provide the AA gunnery system. Though I may regret that once I actually start working on it and see what a nightmare it becomes... :yeah:

Quote:

Originally Posted by UnderWaterGamer (Post 2620748)
- Will there be a TDC or a way of getting ship data manually e.g. A stopwatch, a range finder...?

There is a TDC that will take care of targeting as long as you have visual contact (and have it turned on); otherwise, you'll have to use the "intersecting paths & times" manual targeting system from Crash Dive.

Quote:

Originally Posted by UnderWaterGamer (Post 2620748)
- Will there be a possibility to go from room to room in the sub? ( just one view of the room, but you can look around and interact with stuff...)?

No. While it would be immersive, creating interior spaces wouldn't add to gameplay, and I just don't have the resources to build them all out.

Quote:

Originally Posted by UnderWaterGamer (Post 2620748)
- Same with the deck and conning tower

Just the bridge, where you will use binoculars for spotting and TBT targeting when surfaced.

Quote:

Originally Posted by UnderWaterGamer (Post 2620748)
- Will there be a hydrophone station?

Yes, but indirectly; data from sound, sonar, spotting, and radar are all combined into the "Chart View", where either precise or estimated enemy ship positions will be displayed based on what can be detected.

Thanks for the notes!

-Scott

Aktungbby 07-29-19 01:00 PM

Quote:

No. While it would be immersive, creating interior spaces wouldn't add to gameplay, and I just don't have the resources to build them all out.
SO, A COMPROMISE: ALL THE IMMERSIVE KALEUN REALLY NEEDS IS TO GET FROM THE CENTRALLE UP THE LADDER TO THE BRIDGE; ATTACK SCOPE/TDC; AND BACK AGAIN WITH AN OCCASIONAL JUNKET TO THE DECK GUN AS IN SH-V. ALL THE OTHER AMBLING AROUND WAS USELESS ANYWAY.:D :up: :arrgh!:

PurpleCow 07-31-19 10:46 AM

Very much looking forward to Crash Dive 2
 
I purchased Crash Dive a while back and it has been great. An easy purchase to recommend to others. I am very much looking forward to Crash Dive 2. The iPad makes such an inviting platform to play games on I am very happy to see developers working with it.

Do you find the memory limitations of iOS devices to be much of a hindrance? I know the CPU is pretty fast but I have always wondered why so few games like Crash Dive and Silent Service are produced. The iPad adoption rate seems very large but there must be a reason why games like CMANO, Cold Waters, and Dangerous Waters are not ported over.

Would you ever consider a more modern sub/ship simulator in the same vein as Dangerous Waters? Something where sonar, sound and detection comes to the forefront?

One other aspect I would love to see would be a sub game that integrates a real TDC. A game where you had to calculate the mast height, course, and speed of a target so you cud generate a firing solutions. Also something that included realistic underwater hydrophones to detect incoming destroyers and depth charges.

Thanks for taking my suggestions and questions!

PanicEnsues 07-31-19 08:49 PM

Quote:

Originally Posted by PurpleCow (Post 2620966)
I purchased Crash Dive a while back and it has been great.

Thanks, glad you enjoyed it!

Quote:

Originally Posted by PurpleCow (Post 2620966)
Do you find the memory limitations of iOS devices to be much of a hindrance? I know the CPU is pretty fast but I have always wondered why so few games like Crash Dive and Silent Service are produced. The iPad adoption rate seems very large but there must be a reason why games like CMANO, Cold Waters, and Dangerous Waters are not ported over.

While iPads have enough memory and horsepower to run a very good game, they don't have the limitless power of a desktop computer or modern console, so you have to be willing to put in the time to squeeze every drop of performance out of your assets and code.

But the real limiting factor is that you can't make an *iPad* game; if you actually want to reach a worthwhile-sized player base, your game has to run on the vast majority of mobile devices out there (including iPhones and the huge range of Android phones.

That said, I do find that, as a solo developer, I prefer making mobile games; the fact that you can do pretty much anything in a PC game means that you kind of have to do everything (because that's what PC players will expect). So developing PC games takes waaaay longer, because every little task requires so much polish and detail.

Thanks for your game ideas and suggestions, I appreciate it!

PurpleCow 08-02-19 03:16 PM

Quote:

Originally Posted by PanicEnsues (Post 2621016)
Thanks, glad you enjoyed it!
But the real limiting factor is that you can't make an *iPad* game; if you actually want to reach a worthwhile-sized player base, your game has to run on the vast majority of mobile devices out there (including iPhones and the huge range of Android phones.
!

Certainly understandable. For what it is worth I personally don't need games to be super cheap in order to purchase them. I think Civilization 6 is an excellent example. Yes, the game was expensive, but it was worth it because it was so well done. I think a lot of people feel the same way. If we have an iPad we recognize that good hardware costs money and are willing to pay it. I think the same applies to software.

skirich 09-05-19 01:08 PM

Want it. Take my money already!:Kaleun_Applaud:

swellfella 10-27-19 01:57 PM

Quote:

Originally Posted by PanicEnsues (Post 2620760)
my other mobile game, "Tail Gun Charlie"


Ya kiddin' me! Did that just fly by in passing...You do that? 1 dev? TGC is in my estimation one of the classic underrated mobile Air-sim shooters --incidentally encompassing my fav genre outside sub-sims: B-17 airships (still rocking Flying Fortress to this day).

For the clueless, in TGC you tail-gun a B-17, popping 109s, etc, as they swarm in at all angles. You rack of points and promotions, bonus flack defenses and other goodies to aid you as faster and sturdier air-ships level up against you. You aim and fire by touch or, optionally, my fav, gyroscope.

It's a ton of fun and not as facile as it first seems. Anyway, just wanna say it blew me away when I saw you were behind that as well as CD. Which all points to we all being well-grounded in looking forward to something special in CD2! All I can say is, Beam me up, Mr. Scott.:up:

PanicEnsues 10-27-19 03:28 PM

Quote:

Originally Posted by swellfella (Post 2634386)
Ya kiddin' me! Did that just fly by in passing...You do that? 1 dev? TGC is in my estimation one of the classic underrated mobile Air-sim shooters...

Hey, thanks! There seems to be very little cross-over between CD and TGC players, so it's very cool to see someone on this forum who has played both!

-Scott

Rya989 02-14-20 02:40 AM

Crash Dive 2
 
Quote:

Originally Posted by PanicEnsues (Post 2618787)
Greetings SubSimmers!

For the past few months I've been working on a sequel to Crash Dive (something I've been wanting to do for years).

It will still be WWII, but this time in the South Pacific, with the player in command of a U.S. Navy Gato-class submarine. The core gameplay will be very similar to Crash Dive, but with significant improvements.

Below is a partial wish-list of new/upgraded features; some of these are done, some are in progress, and some I have no idea how to accomplish yet:
  • Crew management/assignment
  • Story/campaign mode
  • Detailed damage control
  • O2
  • SJ Radar
  • Land masses
  • Ocean floor/bottoming
  • Ships/sub can run aground
  • Armed cargo ships
  • Enemy torpedoes
  • Enemy aircraft
  • More realistic ship movement
  • Better enemy AI
  • Better ship-to-ship collisions
  • Notification history
  • Weather (clouds, fog, rain, lightning)
  • Time of day (sun/moon cycle)
  • Crew spotting when surfaced
  • Navigational waypoints
  • Upgrading of sub (tech tree)

If you have suggestions/additions/feedback on this list, sound off and let me know! I'm also going to have questions that this community is uniquely suited to answer, so I'll be posting those in this forum.

Thanks!

-Scott

Sounds great as first game was very playable and had lots of nice touches such as the missions and reallife photos to empathsise the atmosphere. There are numerous games that get the basics down with varying degrees of success, but where nearly all if not all single player submarine games fail is the feeling that your crew are actually real people who are sharing the campaign / boat with you. Silent Hunter 5 did have some very nice touches in this regard and I haven't played Uboat to see how that handles this aspect of things. If you could have a development of your original title but capture that feeling of not being alone onboard with drones and command back at base actually knows your there and communicates rather than just issuing the mission and odd report, you could have a real winner that attracts a wider market. Who wouldn't want that feeling of being part of a crew working together through victories and the hard times.
Also building in the engine room and torpedo bays and the ability to interact - how long before repairs will be done ? For example or patching up damaged battery wiring, could also add to the atmosphere greatly. Main thing is to keep the playability the first one had but draw you in more, in my opinion. Good luck regardless, will follow progress.

PanicEnsues 02-14-20 12:47 PM

Quote:

Originally Posted by Rya989 (Post 2649286)
...where nearly all if not all single player submarine games fail is the feeling that your crew are actually real people who are sharing the campaign / boat with you.

Great feedback, thank you! In Crash Dive 2, each of your 50 crewmen has a rank, name, age, and city/state where they're from. They have specific and general skills, and can improve those skills over time. They can be injured, knocked unconscious, or killed.

But how attached the player gets to the crew is completely up to you; You can completely ignore them and let the XO (AKA the AI) handle all crew assignments, or you can micro-manage where each man is assigned to and for how long.

Quote:

Originally Posted by Rya989 (Post 2649286)
Also building in the engine room and torpedo bays and the ability to interact - how long before repairs will be done ?

CD2 has a much more detailed damage control screen, where you can monitor each compartment's flooding, damage, and crew state. Just like with crew management, it's down to each player's preference how much you want to manually manage the repairs; you could specify exact orders for the repair crew, or just let the XO handle it.

Here is a screenshot of the current state of the Damage/Crew management screen:

http://panicensuessoftware.com/share...w_14022020.jpg

Aktungbby 03-11-20 10:25 AM

welcome aboard!
 
Rya989!:Kaleun_Salute:

THEBERBSTER 03-11-20 05:02 PM

A Warm Welcome To The Subsim Community > rya989
Subsim <> Make A Donation <> See The Benefits <> Support The Community
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DaveyJ576 04-02-20 03:41 PM

Looking forward to it
 
I am eagerly awaiting this game. I have been having withdrawals from playing SHIV on my old Vista computer and I would like to play again. SHIV crashed again (hard this time) and I don't have the patience to mess around with it any more.

I have been away for a while, but I was once regarded on these forums as something akin to a technical expert on USN fleet boats so if you have a question ask away!

Sonarman 09-27-20 02:32 PM

The damage/ crew management will be a great addition, I’d suggest making your screens dark theme rather than light though( as many subsimmers play in darkened rooms to heighten the atmosphere and switching to a blinding white screen will be hard on their night vision, perhaps put a vignetted red filter over the screen during night hours etc. Looking forward to grabbing this on release :)

PanicEnsues 09-27-20 03:46 PM

Thanks, that's a great suggestion on the dark theme for the management screens, I'll look into adding it.

PanicEnsues 09-29-20 04:28 PM

Per Sonarman's great suggestion, there is now a "Night Mode" where you can invert all menus/UIs for preserving your night vision:

http://panicensuessoftware.com/share..._NightMode.jpg

-Scott

Sonarman 10-06-20 08:13 AM

Wow, thanks for doing that Scott, looks great, cant wait for this to get released.:)


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