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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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Downloads: 189
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Anyway, my point is a lot of the people who post on forums vastly underestimate just how much work goes into a modern sim. All of the current products have evolved over the course of more than a decade. In the case of MSFS that is 30 years of evolution. It is unrealistic to assume people working in their spare time can develop a product with the same production quality, scope and fidelity over 2-3 years, which is the window you have before your assets and tech become obsolete. I just can't see why this should be such a controversial opinion on this board. So yes I agree with Ducimus that we aren't going to see anymore subsims (at least not indie ones) unless people lower expectations of complexity and fidelity to the point where they might accept SFP1-type game with submarines that can be done by a smaller team working fulltime. |
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#2 | |
Rear Admiral
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Anyway, my point is, when I took on making a supermod for SH4, I gained a newfound appreciation for just how much work goes into these games. On top of doing my normal job that paid money, i was doing my "modding job" that didn't pay any money. The two combined, i was sitting in a computer chair for anywhere between 16 to 18 hours a day. That is painful, and there just wasn't enough time in the day to do everything i wanted to do. Through all that, the thing is, your never REALLY editing the game. All your editing is configuration and resource files, and often enough trying to illicit a behavior the game was never coded for through said resource files. As an aside, I will never bust my ass like i was doing, ever again. It just takes too much out of your personal life. Last edited by Ducimus; 07-10-12 at 06:02 PM. |
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#3 |
Navy Seal
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I took COBAL 68, RPG II, and Basic in college but, never could get hired into a entry level job, so all knowledge went away over time. I do remember how hard it was writing the programs, and debugging them, till they did what you wanted them to do. Believe me, it takes alot of patience to set for hours going over pages and pages of code to find one little error. That is why I never complain about how long a mod is taking to develop.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#4 | |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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#5 | |
Airplane Nerd
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Again, i have little to no programming experience. I dont see myself ever doing that. I see myself flying an A-10C over some battlefield in the near future, not programming the weapon systems. ![]()
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#6 | ||
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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#7 | |
Airplane Nerd
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![]() The Warthog is my all-time favorite. I really hope i get a chance to fly "Ugly" ![]() Most of my family is Army, but im going to break tradition and go USAF. Ive always dreamt of flying. ![]()
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#8 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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#9 |
Watch
![]() Join Date: Mar 2010
Posts: 25
Downloads: 17
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Hell, I'd be happy if someone simply updated the DOS version of Aces of the Deep; sharpen the graphics/resolution up a bit, add new textures to the pre-existing screens, include new/updated sound files for voices, engines, etc. and you're set. Gameplay-wise, there is very little (personally) that I would change. Hmmm does anyone know how moddable a DOS game is....
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#10 |
Stowaway
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Corrected for posterity.
![]() I do some 'messing about' in C, C++, Visual Basic, and other scripting for different programs. But I would not enjoy a large scale project myself. I'm enjoying messing with many different things for SH3/4/5 right now and that's plenty. Now show me the money? And it's a different story, maybe. ![]() |
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#11 |
Rear Admiral
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#12 |
Stowaway
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#13 | |
Watch
![]() Join Date: Dec 2008
Location: Haslett, MI
Posts: 19
Downloads: 1014
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it's that baD
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