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Old 07-24-16, 07:00 AM   #3
PL_Andrev
Grey Wolf
 
Join Date: Feb 2009
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Quote:
Originally Posted by Onkel Neal View Post
This game is not meant to replace the single player Silent Hunter games, you have to remember, Ubisoft had a team of 30 guys and a huge corporate support system for their game. In our case, there are two developers.
It looks you a little missed the Subsim's community power - look how many modders does mods for easy-moddable Silent Hunter series and what they did for Silent Hunter series:
  • SH3: Grey Wolves mod, Knights of the Abbyss mod
  • SH4: Fall of the Rising Sun mod, Japanese campaign (!!!) mod
  • SH5: Wolves of Steel megamod
With this project at current stage a lot of modders have a chance to active dev support, fix spotted bugs or implement critical development suggestions.
Of course I'm not talking about game engine, or game key features but about add-ons like ships, planes, submarines, missions and much much more.

Quote:
Originally Posted by Onkel Neal View Post
As for modding the game, first we have to make the game, you know.
Unfortunatelly I cannot agree with this, Neal - as you cannot change location of load-bearing walls in your home.
Believe me, at first stage you should decide what is unmoddable (engine, interface) and what is or can be modable (Silent Hunter: ships database, weapon database, missions, textures). When you enter "too deep" in programming is too late to add moddability feature into game in future.
This fault was made with brillant Battlestations series: no mission editor and no moddability: in result BS died when Silent Hunter is still alive here.

More:
Now we have two playable submarines in game: Swedish HSwMS Sjolejonet class (playable at build 144) and German type VII (you're working on it).
I have no problem if modders add more German, Italian, French, US, UK or Russian subs in game and create multi-crew or multi-player missions with them.
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