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:Kaleun_Thumbs_Up: |
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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 |
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: |
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Thanks for the notes! -Scott |
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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! |
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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! |
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Want it. Take my money already!:Kaleun_Applaud:
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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: |
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-Scott |
Crash Dive 2
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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. |
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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:
Here is a screenshot of the current state of the Damage/Crew management screen: http://panicensuessoftware.com/share...w_14022020.jpg |
welcome aboard!
Rya989!:Kaleun_Salute:
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A Warm Welcome To The Subsim Community > rya989
Subsim <> Make A Donation <> See The Benefits <> Support The Community SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below |
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! |
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 :)
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Thanks, that's a great suggestion on the dark theme for the management screens, I'll look into adding it.
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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 |
Wow, thanks for doing that Scott, looks great, cant wait for this to get released.:)
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