SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
-   -   HMS Marulken to become Subsim Project (https://www.subsim.com/radioroom/showthread.php?t=226631)

HawkCZ 06-22-16 10:39 AM

Really glad to hear that the game got funded and that we'll have it here one day. :)

When I first heard about this game, I thought: "Wow, is this like SH but with multiple people in one sub? Awesome!"

We immediately downloaded the demo to try it. That's when I started to be skeptic about the fun that the game could offer. Sure, the idea of controlling the sub with bunch of friends is great. But how long can it last? The full game offered "a campaign". Thing is, it looked more like a number of separated missions which would probably be always the same, so the replay value would be pretty low. The reason why I like Silent Hunter is based primarily on the campaign it offers. You get a sub, massive scale map and almost 6 years of war to play with. In the newest dev update, it was mentioned that the U-Boat version of HMS Marulken will offer dynamic generated missions. Does that mean something like the campaigns in Silent Hunter? Or just the separated missions I mentioned earlier that would just get more randomized? I think there's a big potential in the Silent Hunter type of campaign and in the big variety of its randomized features (weather, day/night cycle, ships that you may come across, etc.) and it would be great at least as one of the playable game modes. But that could be just me..

I also agree about the opinion on difficulty (=realism). Adding the realism settings would be a good benefit, since the casual gamers would be able to play the game, while experienced sub captains would find it a challenge and would enjoy the authenticity and realism.

Another gameplay feature that could be worth thinking about is including proper damage model and repairs of the sub. Imagine a following situation - destroyer attacks you with depth charges and damages the sub. Water starts flooding the interior. Some of the crewmembers must leave their stations to seal the cracks in the hull, repair some of the modules in the sub (engines and such) and perhaps place water pumps to pump out the water. (Or whatever they did IRL). Everything could be done using minigames. On the other hand, I realize that having this mechanic in such a small sub like the one that is currently in the game would be almost impossible.

Other things that I suggest (other than those that were already announced):
• Adding active sonar
• Using sonar to measure depth below keel
• Improving AI of enemy ships (Sometimes it felt really weird in the demo; eg. going 2,5km past a destroyer without him noticing us, and similar events, it just sometimes felt too easy)

(I realize that most of my suggestions is just Ctrl + C from Silent Hunter, since it is the only series I've played so far, sorry about that.)

I wish you the best of luck with the development and I am looking forward to any kind of news!

Aktungbby 06-22-16 10:45 AM

Welcome aboard!
 
HawkCZ!:Kaleun_Salute:nice balanced opinion/review first post!

horsa 06-22-16 11:07 AM

Bold move, Neal. Best wishes for every success with this venture :up:

TheQuack45 06-22-16 05:17 PM

Really glad to hear about this, I had concerns regarding the potential of the alternate history idea. I'm not sure if I entirely believe if Onkel Neal is serious about the moving to Sweden part, but if that really is the case I want to hear how it goes initially... But anyway I'm happy to hear that Neal is going to be heavily involved with the process going forward, I have high hopes for this project.

Can't wait until the game goes up on Steam so I can get hold of the next build!

Zerim 06-22-16 06:35 PM

Quote:

Originally Posted by Onkel Neal (Post 2413414)
I want the ship models, capabilities and tactics to represent real life, with concessions to game play only as needed.

I agree there. A more experienced crew should be able to use tactics like hiding behind the noise of a target's engines, or avoiding flipping switches/diving too fast making lots of audible noise that AI could detect, or charging batteries only at night.
What I meant more specifically was concerning the accuracy of, for example, 3D models. If/when you get to modeling e.g. the actual Enigma (which is a bit more complicated than the current decoder), realistic usage would be fun to a point, but I wouldn't spend an entire week perfectly recreating its internal wires and behavior unless I was sure it would add to game play.
Or, if you add a day/night cycle, a 24-hour cycle rarely works well in video games. But again, your call :D

Aktungbby 06-22-16 07:09 PM

Welcome aboard!
 
Zerim!:Kaleun_Salute:

p4p3rm4t3 06-22-16 08:43 PM

An interesting development. I can't wait to see what surfaces.

:Kaleun_Cheers:

cherbert 06-23-16 03:29 AM

This is excellent news and makes commercial sense.

I had no intention of backing the project because I simply don't have an interest in the history of Sweden. If the Kickstarter still existed I would back it like a shot. Just please make a dynamic campaign without map restrictions.

Ever since I have seen this game I kept saying to myself I wish this was set in the uboat war in the Atlantic. I couldn't believe it when I saw this announcement.

troopie 06-23-16 04:55 AM

Way to go Neal! I can't believe what I'm seeing! I just about did a back flip when I checked my email today.:huh:

I was actually thinking that when the kickstarter inevitably failed we could pull the subsim community together and approach the devs with an offer to try and publish it through subsim with the help and input of this amazing community.

I didn't suggest it because it seamed an outlandish idea...; and here you are going one step further!:Kaleun_Cheers:

Absolutely amazing and massive respect to you! :sunny: :Kaleun_Salute:



:subsim::subsim::subsim::subsim::subsim::subsim::s ubsim::subsim::subsim:

Jimbuna 06-23-16 07:45 AM

Quote:

Originally Posted by Onkel Neal (Post 2413274)
From the devs


From the time I started Subsim, back in 1997, I have always dreamed of being part of the production of a multiplayer sub game. When Skvader Studios notified me back in Aug 2015 that they were working on a co-op sub game, I had a look and asked them to keep me posted on its progress. When they sent me the demo, and I had a chance to try it, I was really impressed. No, it's not Silent Hunter 5 (but it isn't finished either), but it had a real charm to it. There were concepts in the game design that appealed to me very much.

I immediately pledged the maximum amount. A few days later I raised the pledge another $100. The Kickstarter campaign rose slowly, too slowly to suit me. I reached out to the devs and offered a proposal; I would fund the development of the game for up to a year, including living expenses, hardware, software, and licenses, if they would agree to switching the base unit to a Type VII U-boat. And I am pleased to report that we came to an agreement.

The new game (name to be announced at a later date) will retain much of its original scope and flavor. We will try to retain the Swedish sub adventure, I am sure we can fit that in as a Special Mission. There will also be other Special Missions with designated objectives. There are some features to be added, others to be polished, but we will be careful not to overreach and jeopardize the project. . We want the game to do what it is made to do and do it very well, even on early release. And that is, to provide co-op and multi-sub dynamic convoy battles in the North Atlantic, Baltic, and North Sea.

We have a lot of work ahead of us. I will be moving to Sweden soon, I hope I can find some Dr Pepper there. I hope we can make this a community effort, your support and interest will be crucial. You've never let me down in the past, I have no doubt we will succeed and this could be the first step to a true U-boat/Escort/Convoy simulation. Wish us luck!

Good hunting!
Onkel Neal
SUBSIM

Well, the news is certainly out there now buddy :03:

Nice one and all the best :sunny:

vdr1981 06-23-16 08:56 AM

Truly a great news! :up::up::up: Something like this would really be a fulfillment of the dream...

Quote:

Give this dev team a shovel, they are going to bury SH5.
I sincerely hope that they will be able to bury SH3 and 4 as well because even these games are still far away from my vision of a genuine submarine simulation...

I have no doubt that Subsim modding community (including my self) will offer any help and assistance where ever and when ever is necessary...:yep:

Looking forward to it...:up:

NightFromTheWest12 06-23-16 10:17 AM

Request For Demo.
 
First of all Congrats for your sponsors. I am glad to see that this game will make it to release. Now there is a request I have. Would you be able to allow the demo to stay up until release? I was planning to play it and make it a part of my YouTube Channel and help spread the word about it. That is all I wanted to know. Thanks and have a good one.

Aktungbby 06-23-16 10:19 AM

Welcome aboard!
 
NightFromTheWest12!:Kaleun_Salute:

Usurpator 06-23-16 10:53 AM

Quote:

Originally Posted by NightFromTheWest12 (Post 2413684)
First of all Congrats for your sponsors. I am glad to see that this game will make it to release. Now there is a request I have. Would you be able to allow the demo to stay up until release? I was planning to play it and make it a part of my YouTube Channel and help spread the word about it. That is all I wanted to know. Thanks and have a good one.

Hi!

The current demo will stay up until release :)

SFCspoonman 06-23-16 12:35 PM

Missed by that much...
 
I had just discovered this game about 3 hours after it was taken down... Dammit! I want to play now!

Seriously, now I have to wait, but it is with anticipation! :/\\!!



EDIT: Just found it, thank you!

Usurpator 06-23-16 01:01 PM

Quote:

Originally Posted by SFCspoonman (Post 2413720)
Wait, what? Where is this demo?

You can download it here: http://hmsmarulken.se/

Aktungbby 06-23-16 07:26 PM

Welcome back
 
SFCspoonman! After a nine year silent run!

Chromatix 06-24-16 01:04 AM

If you do manage to make it "open world" rather than "discrete mission" based, something fundamental will be the world model. Silent Hunter - all of them - use "plate carrée", which badly distorts both distance and direction anywhere but the Equator.

With modern computing power, it should easily be feasible to use a true spheroidal model, but that'll need to be designed in at an early stage. An obvious approach would be to use an Earth-centred physics model, in double-precision, and for rendering, merely translate all objects from that space to a single-precision graphics space centred on the camera. This of course means that ships in the vicinity of southern Australia really will be upside-down in physics space, but since the camera will be as well, it'll look right in the end.

A side benefit of a true spheroidal model is that draw distance decisions are greatly simplified: you draw all the ships and other objects that are above the local horizon from the camera's perspective. So it's no longer necessary to arbitrarily cut things off at a specific distance.

Extending the game world beyond the Baltic Sea also means that all those finicky details about saltwater density, tides and suchlike suddenly become a lot more relevant.

Weather patterns also vary a lot worldwide - perhaps a complete forecast-quality weather model is too much to ask from a small team, but you should at least model the trade winds, average fog and rainfall incidence, and seasonal storm likelihood, for which first-order data is available on ocean pilotage charts. Also, the smaller types of waves (high-frequency components of the Fourier transform) react a whole lot quicker to changes in wind speed and direction than the big swells (low-frequency) do. This would be a big improvement over the abruptly-changing, context-free, completely random weather in Silent Hunter.

If you plan to model torpedo failures realistically, the magnetic detonators were apparently affected by latitude due to the vertical angle of the geomagnetic field. Ambient sea noises, especially biologics and ice cracking, are also region-dependent, while the incidence of suspended silt and/or vegetable matter in some regions has a strong attenuation effect on sonar transmission, making both submarines and escorts almost completely deaf.

The above factors are the sort of thing which add to game depth rather than complexity as seen by the player; this is generally a good thing. How many of them can be done within the new game's format and budget remains to be seen.

nsomnia 06-24-16 08:08 AM

I'll tell you right now now very many very easily. In the game industry you fake it till you make it.

raymond6751 06-26-16 05:46 AM

Hot D**n Neal!
 
:up:
I'm 100% happy with this news. I too had always dreamed of a multi-player sub. Neal, you are the MAN!

I backed the Kickstarter and I will be eager to be in the front of the line to get the game on Steam and all of its future versions. No mistake, it will live a long life because Onkel Neal and his gang will see to it.

I intend to send my pledge for the Kickstarter to Subsim as a donation. Neal has his hands full, guys, so we can help in this way.

Yay :yeah:


All times are GMT -5. The time now is 02:13 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.