Quote:
Originally Posted by Schakal_U109
1st - We took a game like SH2/DC or SH3 and make a list of what we have to change to make a good sim (graphics, realism, gameplay etc....) >>> then look what we need for this >>> how much money is needed for this >>> wo can realise it (community + a professional studio) >>> try to find someone
Biggest problem for this: The gamerights belong to Ubisoft. We can try to give them a concept or to get the permission of them to recreate their game...
|
The best idea is a game source code from older productions like SH2/DC, SH3 or Enigma:RT.
But no access for it. Unfortunately.
Quote:
Originally Posted by Schakal_U109
2nd - Search a game which is already modder-friendly and has the possability to create a naval game (Virtual Sailor !? don't know such games very good). The do the same like on top, create a list of what we want and what is needed for realising this >>> Coast budget > award a contract
|
Let's calculate:
20 programmers, 12-month term, year market salary 60.000$ = 1.200.000 $ total budget
Who pays?
Quote:
Originally Posted by Schakal_U109
3rd - Creat an completly new game from stock. But if that should be a sucess we need the help of some professionals who can realise this. If we have a basic game, the modding community can build it up like we want it.
|
The example of "Danger of the Deep" show us that is it team order not for few fans only but for whole community. Project was cancelled at 0.5 verion.
Quote:
Originally Posted by Schakal_U109
4th - Look how other games are made: At first there is someone with an "Idea". Then someone makes a script of it. And then he goes with his ideas and scripts to the gamestudios and perhaps someone will make it.
|
Now I see only one candidate: WarThunder (fleet in development) - the engine and game concept allows to put submarines / destroyers there.