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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Developer
Join Date: Mar 2008
Posts: 335
Downloads: 6
Uploads: 0
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Mindblowing! So much love on the details.
![]() Keep on the good work. Did you have video of the starting and landing helicopter?
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SILENT DEPTH the submarine simulation for your mobile device www.silentdepth.com https://www.facebook.com/silentdepth/ Silent Depth Manual |
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#2 |
Blue Water Dev
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#3 |
Blue Water Dev
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Hello again, everyone.
Nothing new to see quite yet, but radar does have a contact: The modelers have been hard at work. Recent work has been on a lot of "under the hood" code and optimization, particularly with regards to the map and sensor systems. Stay tuned for more updates as they come. Though it's been brief this time, thanks again for joining us. |
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#4 |
Blue Water Dev
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Hello again!
So, with current work focusing on things less show-offable, and not having shown a lot recently, I've decided to make the best of it and show off some of the changes to/progress on the minimap/control interface. The overlay and definitely the console textures will probably be improved considerably before any release, but the addition of a number of simple features such as box selection and locking the map on any contact go a long way to improving the feel of the game. Still deciding on the exact menu layout/tree structure/button positions, and playing with the font size and style to make it the most legible while maintaining a distinct aesthetic. Also while the sensors modeled are far from complete, they work and auto-classify contact types (air, helo, surf, or sub) based off the contacts' returns and some simple logic, including true classification on visual ID, and also planned is ESM and active sonar interception to classify contacts based on their sensor type. Also, datalink is being modeled. Should make multiplayer interesting. Shown are NATO and Soviet colorations/modes, as well as locking the camera on the player ship, selected ship(s), or nothing, and various zooms, distance units modes and menu positions. ![]() ![]() ![]() Also, I'm looking forward to showing off some more progress on the modellers' side next week... ![]() Thanks for joining us, if you have any feedback or concerns with regard to the UI system please feel free to discuss. As stated before, it's a bit tricky to come up with a unique, immersive and functional/well-designed UI system that can both allow a great deal of depth to the control while not being too overwhelming on the learning curve and reasonably intuitive. |
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#5 | |||
Ace of the Deep
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Also, I suggest a hotkey beside each function. For example, your display shows "FULL" and "HIDE". Perhaps you could consider allowing a mode that shows "Full [F]" and "Hide [H]". Maybe have two different modes that can be activated/disabled according to player preference. Harpoon also had a space-saving hotkey feature. It might help to display hotkeys with a different colour "Full" or an underscore "Hide". This way, the length of the word is all that is required (no extraneous spaces or parentheses). Quote:
Commander Zimm, the creator of the WW2 game, "Action Stations", would have every new contact given a new designation. That way, you never knew if the ship you engaged 5 minutes ago, lost in a smoke cloud, and then re-acquired and re-engaged was the same ship you fought earlier or a new enemy. Of course, in WW2, it was mostly surface action and often at night, where visibility was the key factor. In modern combat, with the use of electronic sensors, contact is virtually instantaneous. Also, you probably do not want to be generating a gazillion new ID numbers for contacts that are only lost or flicker for a second or two. Quote:
I raise it as a discussion point and thought exercise.
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Guidelines for ScenShare scenarios: 1) Enjoy creating it 2) Enjoy playing it 3) Enjoy sharing it 4) Enjoy helping others create them The PlayersDB - The Harpoon Community's #1 Choice. Harpoon3 Frequently Asked Questions |
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#6 |
Swabbie
![]() Join Date: Nov 2017
Location: Belgium
Posts: 12
Downloads: 1
Uploads: 0
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Oh goooshhh, you break my heart ! SEAKING !
![]() Nice job ! Keep on men ! ![]() ![]() |
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#7 | |||||
Blue Water Dev
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For multiplayer, I tend to prefer to leave things to the host's settings, and this is probably a good place to do that. Some would rather just trust the other team to not cheat in such a way - and communicating information accurately about the ID of contacts might be difficult enough on its own that it wouldn't be too much an issue - but it shouldn't really be an issue to make data links always active for the entire team as an optional setting. Quote:
Update coming soon. It's a highlight tonight. |
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