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Old 10-31-23, 01:10 PM   #1
EAST
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gear DEEPSIX - It's been 9 years...

I think about Subsim (and Onkel Neal) often, but noticed that I hadn't actually been logged in here since 2014. It's probably super pre-mature to announce it, but after a decade of focusing on my business efforts I'm finally working on a project I've wanted to do since 2002. It's very early stages, but basic client server components are working, interfaces are partially implemented (working on the hud next), ocean and islands have basic implementations. I'll put up a website once I get to the MVP. It's going to be free to play, free to download. Exports far for MacOS, Linux and Windows work - won't play on phones or pads for this first round.

While this is the logo design, this is just placeholder art.




the MVP is going to be superbasic Iron Wolves (with crappy ship models unfortunately). The plan after release is to have upgrades monthly (ship models, effects, features, etc.). When will it release? First half of next year if I can stay on track (WW3 notwithstanding).

I'm doing everything myself, but hopefully in the future the community will be interested in providing ship models, art and ideas. Iron Wolves is what got me into subsims, SUBSIM got me into the community. Cheers.
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Old 10-31-23, 07:26 PM   #2
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Default Welcome back!

EAST!
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Old 10-31-23, 07:48 PM   #3
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Default Ahoy!

Quote:
Originally Posted by Aktungbby View Post
EAST!
Thanks for the welcom. Exicted to be working on something (I think) that is worthy of bringing to SUBSIM.
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Old 10-31-23, 07:45 PM   #4
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Default ...more thoughts

I've been keeping a dev log that I'll post on here until I've put up a website. Be gentle about the graphics, they are placeholders mostly downloaded from the internet.

The Grand Plan

Grow this into a game that encompasses small simulation details like a full TDC or Hydrophone Station (more points for using them), as well as "Real World" details like managing your fuel, ammo, food and repairs, your crew (including recruiting ala MechWarrior 1) and even your political position within the Faction/World (Think of someone commanding a War with subordinates who manage the logistics to support the war). I've got a lot of experience with optimized database design and some definite ideas about how this can be implemented into a Sub/Surface Combat game without ruining the fun, or immersion (I hope).

1st stage: As I mentioned is a basic Iron Wolves level game. If you aren't familiar with it, go here: https://www.subsim.com/subsim-review-iron-wolves/ and check out the review. There will be Northland, Westland and Assassin factions as well as "GigaCorp" (or some nonsense) that represents the big global power that does most of the shipping you'll be poaching from. This stage is about combat and camaraderie. Note: If any of the original Assassins join, they will automatically be given high rank. Once there is a member of high rank, they will have to accept a player that wants to be an Assassin.

2nd Stage: DEPLETING RESOURCES. BTW: If there is any interest in the game at all, I'd like to hear suggestions and preferences - this stage is subject to change based on community input. The goal here is to bring in a little bit of "RTS" gameplay. These are planned to be simplified versions of RTS elements that represent the things that the actual submariner and ship commanders would have to consider. We're talking about FUEL, AMMO, STORES, REPAIRS and even FRESH WATER. I have the underpinnings for this in place already, but it's just stubbed in and not active. This also means that I'll be adding BASES. Every Faction will have a home base and some pre-assigned satellite bases on various Islands. This will allow for refueling, repairs, rearming and resupply.

3rd Stage: Faction Squadrons/Wolfpacks & Assassin player created packs/squadrons. Factions have "Squadrons" (or whatever they end up being called) that are automatically created but will be assigned by the Faction Leader. The Assassins Faction will have a special ability: Highly ranked players will be able to form their own (Groups/Tribes/Squadrons/etc) inside the faction and we'll track them in the database.

4th Stage: Crews, Base Expansion & New/Conquer/Destroy Base capabilities.
5th Stage: Aircraft (non-pilotable - maybe in the future?)

As a solo developer, as much as I might like to do it, building a world that includes real timelines, locations, cities, etc. would make this impossible to do alone. And truly, Iron Wolves was so much fun, it didn't matter that it wasn't historical.

NOTE: Please weigh in on these plans, particularly if you think something else is more important, or you hate an idea, etc.



Weigh in if you are interested, encouragement always helps.
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Old 10-31-23, 10:05 PM   #5
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Default DEV Log - 10.31.2023



Entrance screen is hooked up to the database. The Login and Register have popups - skinning those tomorrow.

Main Lobby screen is 2/3 laid out: Radio Room, online players are connected (putting fake players for now). Next step is finishing the "Ships" (assets) window and mission window.

Also completed the wespons setup for putting different size/types of weapons plus their ammo on a vessel. Next is to convert the hardcoded values to a json file from the database to handle the weapons, ammo and damage data - shooting for Thursday.



From the tanker view (sub off the port bow - islands are working, ocean looks ok. Need to deal with the sun position. I got it backwards and the illumination isn't connected...maybe this coming weekend. Looking forward to finishing the basic hud (Tanker).


Sub looking at tanker. The little blue capsule is my size referencing (little too fat currently...)


Passing in front of the sub,heading towards the center islands.
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Old 11-01-23, 07:25 PM   #6
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good luck nothing im interested in
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Old 11-01-23, 11:07 PM   #7
EAST
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Default DEVLOG 11.01.2023

Implementing the gateway and authentication servers into the networking, created the database and did the PHP wrapper. The servers all load on the Linux server, World, Gateway and Auth servers all connect to each other so a good day on that front.

Login and Registration popup forms are (mostly) done.



Couldn't make up my mind on style...Lobby is in the next style



Having a little trouble with the keyboard...

Weigh in if you have a preference as to styles.

While this game will have some good hardcore sim aspects it's not a sim, it's a game. At it's peak Iron Wolves had over 1800 registered players. It was a lot of fun and lead to meeting a number of the players in RL at the first Subsim gathering at the Cavalla and later at EnigmaCon in Eugene.
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Old 11-05-23, 10:31 AM   #8
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Default What are the design inspirations

A buddy emailed and asked what the inspirations were for D6:IronWolves.

The major inspiration was Iron Wolves of course. But there were a number of other games that are part of the mix:

Enigma: Rising Tide - this always felt like we never got to finish what we started with this game. From here we take Realistic ocean and physics, Playable weapon emplacements and fire control...

Silent Hunter - Sim aspects: selectable navigation, realistic targetting and fire control, realistic navigation

Mech Warrior - Crews. The way these crews were done kept things non-fiddly but still had an impact on your performance. The other thing that comes from this, Enigma and the next one are the ability to assign tasks, missions, etc. to other (AI crewed) ships that you would take on a mission. Crew have rank and ratings as well as skill and attitude or personality scales as well. The other thing I really liked from this game was the rearm, repair elements.

Tribes 2 - Command map. The idea of rising in rank in your faction to where you can begin to conduct the mission or the war. The ability to start a base, takeover a base, or just destroy it.

There's also a little bit of Call of Duty in there.

At it's core it's a surface, submarine combat game, but learning from Enigma and Tribes 2 - there are players who gravitate to tactics, logistics, defense/offense, etc.

the MVP will be Iron Wolves style play. The rest will come on as I learn the mechanics of implementing them.

The one lingering question I have is: Am I missing the plot? Is this type of game no longer appealing? Thoughts?
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