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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Aug 2013
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Songs of the Sea
Sots is a new project to create a submarine simulator with a focus on coop multi player. The project is really just getting started
![]() ![]() Basic
Technical
Campaign Play
Fame
Last edited by vimza; 04-02-14 at 03:45 PM. |
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#2 |
Seaman
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So looks like bitbucket will be used and Songs of the sea will in the future be found at https://bitbucket.org/vimarina/songs...-sea/wiki/Home. I'll write the design in the wiki, not really sure that a wiki is the optimal trool for that but i'll try. Then work on the engine. Next update when i made some progress
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#3 |
Seaman
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Working on the design and it would be nice with some feedback on some parts.
https://bitbucket.org/vimarina/songs...a/wiki/Physics Summary of Submarine Movement describe how submarines work and if someone spots any major errors it would help. https://bitbucket.org/vimarina/songs...wiki/Interface Will be the main page about the controls of the sub. Just started but any ideas could help ![]() Note that the Wiki pages is listed on the main page as part of section GDD(Game Design) and TDD (Technical design). Most of the things in the TDD you can ignore as it will contain the details of how the game will work behind the scenes ![]() |
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#4 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
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Hi,
>>>Year is selected from 1914 to 2014 Frankly, I think this is a very big scope....if you want to build sth realistically I would start with a much smaller scope. And the first thing I'd do is to build a prototype to see what efforts you have before going too deep into a functional design and then later you realize it's too much work. But interesting project ![]()
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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein |
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#5 |
Seaman
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>>> Frankly, I think this is a very big scope....if you want to build sth realistically I would start with a much smaller scope.
Yes, so i have changed the design to focus on the design on Germany in WWII (lack of originality i know) for now but setup the game so it's easy to add other times and nations later. >>> And the first thing I'd do is to build a prototype to see what efforts you have before going too deep into a functional design and then later you realize it's too much work. True, the first thing in the prototype is the basic physic system for the subs and ships. >>> But interesting project ![]() Thanks ![]() |
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#6 |
Seaman
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So a small update. Thing was on ice for a while but back on the subsim now so soon some progress
![]() One change that I have done is to switch from Custom Engine to Unity. Mostly so it will be more easy for other to join and help out on the project later on. Current tasks is a world map and a basic boats physics. All with horrible looking mockup art ![]() ![]() Last edited by vimza; 04-01-14 at 02:56 PM. |
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#7 |
Seaman
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My task list is public so you can track my progress at https://www.pivotaltracker.com/s/projects/1050706
![]() If anyone has a submarine model that I can use it would be helpful, something with control surfaces would be nice to try to move around. Need to be something you have done yourself or otherwise has the right to use ![]() Ohh... and buoyancy physics is really not fun ![]() |
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#8 |
Planesman
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This is a really ambitious project but it sounds awesome!
I think starting with WWII is a wise decision, there's a lot of info available about U-Boats and US Fleet Boats, and it's an era a lot of people are familiar with. Plus a lot of the systems on the boats (sonar, radar, fire control) were a lot simpler back then, so it's quicker to add them to the game. Unfortunately things like buoyancy physics will never change and will always be a pain to simulate ![]() How many people are working on this project by the way? |
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#9 |
Seaman
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Yes it's a bit ambitious but it will be done in many small steps
![]() The end goal is to have a simulation style game like Silent Hunter. This whole project really started when I tried to play SH5 with a friend in coop and we where less then impressed by it. I said something about I could do something better myself so here i'am ![]() Right now for the phyics i will try to do a voxel like idea that split the hull in many small cubes and then sample them for buoyancy. See how it works. Any ideas would be welcome ![]() For now it's only me. I hope to get some more people to help out as the project moves forward. My art skill do not impress that much ![]() |
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#10 |
Canadian Wolf
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You guys ever see this: http://dangerdeep.sourceforge.net/
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#11 | |
Seaman
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#12 |
Planesman
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Sounds like you have some great ideas for the game. Good luck! I'll definitely be following this project
![]() There are a few free 3D submarine models linked in this thread: http://www.subsim.com/radioroom/showthread.php?t=143576 It's an old thread, and there are a lot of broken links, but there seems to be some promising stuff there. This weird site seems to have a lot of free 3D models too, in various formats: http://artist-3d.com/free_3d_models/...hp&count=count
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Sub Commander: A free roguelike submarine simulator |
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#13 |
Seaman
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Thanks for the links.
Looks like SketchUp 3Dwarehouse has enough of the models that I need for my early testing ![]() |
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#14 |
ACE
![]() Join Date: Sep 2002
Location: Kansas City
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It looks promising. I have been using Unity wow, almost 5 years. Also looks like you're well versed in software development, even using some kind of Agile methodolagy by creating a backlog of tasks. Well done!
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#15 |
Seaman
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Thanks
![]() I have some experience building software and used pivotal before and it works well. Five years in unity, that's a lot. What are you using unity for? ![]() Looks like there will be some contractors improving my home for a while from next week so progress will stop for a while. Will be back when I have a place to have the computer again. |
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