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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
A-ganger
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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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#2 |
Lucky Jack
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I think the Indie Subsims section would be appropriate.
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#3 | |
A-ganger
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Location: Portugal
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Since its completely off of traditional submarine games, will that make any difference?
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#4 |
Lucky Jack
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As long as it got submarines in it.
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#5 |
A-ganger
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Location: Portugal
Posts: 77
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#6 |
Silent Hunter
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![]() Don't be afraid to drop a few hints. |
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#7 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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#8 |
Lucky Jack
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water helps as well!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#9 |
A-ganger
![]() Join Date: Mar 2002
Location: Portugal
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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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![]() "In wild life, red and black often alert predators to stay away..." Last edited by EFileTahi-A; 04-30-11 at 07:40 AM. |
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#10 |
A-ganger
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Location: Portugal
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This was a double post...
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#11 |
Lucky Jack
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Looks very interesting.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#12 |
A-ganger
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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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#13 |
Sea Lord
![]() Join Date: Sep 2007
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Looks interesting. Complex but if there is good documentation that should be no problem.
Keep us posted. Magic
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#14 | |
A long way from the sea
Join Date: May 2005
Location: Iowa
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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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At Fiddler’s Green, where seamen true When here they’ve done their duty The bowl of grog shall still renew And pledge to love and beauty. |
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#15 |
A-ganger
![]() Join Date: Mar 2002
Location: Portugal
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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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![]() "In wild life, red and black often alert predators to stay away..." Last edited by EFileTahi-A; 05-01-11 at 06:00 AM. |
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