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Old 04-29-11, 08:03 AM   #1
EFileTahi-A
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Default If I were to annouce my submarine project (game) where should I post?

I'm building this submarine game for a half year now and I was wondering if I could post / announce it here. If so in which section of the forum should I do it?

Thank you.
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Old 04-29-11, 08:04 AM   #2
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I think the Indie Subsims section would be appropriate.
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Old 04-29-11, 08:08 AM   #3
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I think the Indie Subsims section would be appropriate.
Thanks!
Since its completely off of traditional submarine games, will that make any difference?
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Old 04-29-11, 08:33 AM   #4
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As long as it got submarines in it.
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Old 04-29-11, 08:55 AM   #5
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Quote:
Originally Posted by Dowly View Post
As long as it got submarines in it.
LOL! Roger that!
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Old 04-29-11, 06:21 PM   #6
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Don't be afraid to drop a few hints.
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Old 04-29-11, 08:26 PM   #7
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Quote:
Originally Posted by Dowly View Post
As long as it got submarines in it.
Seems a reasonable prerequisite...
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Old 04-29-11, 08:35 PM   #8
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water helps as well!
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Old 04-30-11, 06:39 AM   #9
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Quote:
Originally Posted by TorpX View Post
Don't be afraid to drop a few hints.
Well, there is too much to tell and not exactly too much to show...
But I have these following screens under heavy work:

The single player interface (well, the main part of it):


And the construction Yard (which is currently under heavy development)


That's why it is so off the charts.

There is too much to tell regarding it but I will describe it like this:

By mixing the following games:
- Frontier (Elite II)
- Silent Service / Silent Hunter
- Fallout 2
- Eve Online

So Hydrothrone is a:
2D-Strategy-Turn based-Futuristic-Submarine-War-Game.

The best thing I see in the game are the battles and how they will unfold.
You will have so many ways of attacking and defending which will be heavily dependent on the ship you have built and the equipment you choose to install on it:

- Damage will be processed locally, that is, if you hit the engine compartment the engine itself will be processed for damage and anything else residing with it.

- The sub's power cells which provide energy to the whole submarine will play the major role, as repairing and firing torpedoes depend on it.

- Noise and energy signatures will be constantly monitored "listened" by each oponent to attempt to discover the enemies location. Make sure you don't build a noisy sub or make sure your noise sub has the necessary noise suppressors to keep it less noisy. Firing torpedoes, repairing, replacing damage equipment and traveling at flank speed will generate more noise. Shield generators normally will only be brought online when facing danger as they emit too much energy signatures.

- When subs loose power cells players may turn offline any type of equipment inboard to restore energy to other vital equipment or equipment they may require to use in next.

The possibilities are so huge as there will be too much equipment to offer new strategy roles to fight the enemy. Do not fall in the error in believing that you managed to create an unbeatable ship, you might be surprised next time.

A small example:
A sub has being locked and fired at. After the the victim's defense phase its turn begins. The victim chooses to trigger its bombshell which knockouts for 3 turns the sensors of his own ship and the enemy's sensors keeping his sub locked. What the victim does not know is that the oppressor has a backup sensor system installed and locks it again during his next turn. However, the oppressor gets also surprised because his target also brought a secondary bombshell and triggers it again (spending all its left energy on it) and finally gets free from the enemy's lock. He immediately travels away for safety for repairs and hopefully its attack damaged equipment will get fixed during the next 3 turns. After the 3 turns the oppressor immediately attempts to scan the areas he might think the target went to.

I could go on but I need to code it a little more so there is more to show for you better understand the game's game play and its complex concept.
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Old 04-30-11, 07:11 AM   #10
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This was a double post...
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Old 04-30-11, 07:56 AM   #11
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Looks very interesting.
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Old 04-30-11, 08:41 AM   #12
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Quote:
Originally Posted by AVGWarhawk View Post
Looks very interesting.
If only you knew how good was to read that. My friends always say I complicate things too much and that I add too much detail. Well, I can't help it. This is how I find fun doing things.

I'm glad at least someone finds it interesting! Too bad that what I described does not even fill 10% of the game's total features.
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Old 04-30-11, 07:41 PM   #13
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Looks interesting. Complex but if there is good documentation that should be no problem.

Keep us posted.

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Old 04-30-11, 08:24 PM   #14
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Quote:
Originally Posted by EFileTahi-A View Post
If only you knew how good was to read that. My friends always say I complicate things too much and that I add too much detail. Well, I can't help it. This is how I find fun doing things.

I'm glad at least someone finds it interesting! Too bad that what I described does not even fill 10% of the game's total features.
I am watching this thread with great interest. This sounds like something that I've been looking for for a very long time.

And it sounds great! If the rest of it is as good as that 10% looks, I'll be hooked for sure.
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Old 05-01-11, 04:34 AM   #15
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I will definitely keep you guys posted. Thank you for the interest.

I would be honored if any of you want to join me. People I usually come across think since they cannot code, work with GFX or SFX that they would be no good. That's not like it, such projects require much more than these things.

Well, feel free to drop me a line. I'm codding it as I write.
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