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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#2 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 776
Downloads: 19
Uploads: 0
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#3 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 776
Downloads: 19
Uploads: 0
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My photo links keep dying...
Lets try Google photos instead. Scharnhorst found a small convoy of T2's and Tribal escorts. They won't last long. ![]() As you might notice, there is a few graphical improvements. The water is slowly starting to look more realistic. I'm working on getting textures into the engine and UV-mapping the models. Still need to figure out how to incorporate somekind of occlusion and bumpmapping. Last edited by bracer; 04-07-17 at 06:07 PM. |
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#4 |
Ocean Warrior
![]() Join Date: Mar 2004
Posts: 3,485
Downloads: 0
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I think your water looks just fine, I always feel that modern computer water looks too real compared to the rest of any game. Gives it an odd feel to have such lifelike water when the rest of the world isn't so lifelike.
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em2nought is ecstatic garbage! |
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#5 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 776
Downloads: 19
Uploads: 0
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Been working alot on what happens when you pull the trigger on the 28cm main guns and send those 300kilo projectiles flying.
Blast effect, water pillars and flight ballistics. The probability of hitting a target at 10km distance still needs some fine tuning though. I think I now will start working on some proper interfaces and buttons. Cheers! |
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#6 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 776
Downloads: 19
Uploads: 0
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What features/functionality would you like to see in a Battleship simulator?
Alot of the ground work is done, so I'm making plans for how to proceed and which features needs their own algorithms in the program. |
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#7 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 776
Downloads: 19
Uploads: 0
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Slightly cooler looking water and a working engine telegraph!
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#8 | |
Pacific Aces Dev Team
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![]() But being reasonable my wish for such a sim would concentrate on two aspects: Addictiveness and replay value. For the first I understand a sim that provides the player with interesting tasks that absorbe his attention and require both thinking and ability, properly trained. A learning curve must be there, but also be possible. In this area I place: 1) Gunnery simulation, i.e. you must be able to locate targets, track them, train guns, select ammo and pull the trigger or let the game do it. 2) Tactical simulation, as being able to rely the gunning to the crew and move the ship just by general orders, as in the usual classic bird eye perspective. Ability to interact with other units in your side is important, call aero attacks, have DDs scout for you, etc. 3) Navigation simulation, as the ship must react properly to orders and have a believable sailing model. I think you are already on your way with that in the engine areas f.e. Some people like crew and damage management, personally I don't rate any of those as specially interesting, but to each his own. For the second I tend to focus on a dynamic or at least random campaign. Sailing into the unknown and having to react to whatever you find is essential. Nothing is saddest and more killjoy than a canned mission where you basically replay it several times until you find the trick to pass it.
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One day I will return to sea ... |
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