SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Indie Subsims
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-26-2019, 09:05 AM   #1
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default Blue Water Announcement Thread

Hello everyone!

I'm pleased to announce the committed development of this new naval strategy game, Blue Water.


[in-game screenshot with UI overlay disabled. Post edited to replace old art]

The name is a reference to the maritime geographical term, "Blue-Water Navy".

It's been a long time since either Sonalysts' Jane's Fleet Command or Eidos Hungary's Battlestations: Midway graced the naval game community, and Blue Water intends to fill the big shoes they left: That of a surface-fleet, real-time naval strategy game.

Set at the end of 1983 in a "Cold War gone hot" scenario, you will take command of NATO and Soviet battlegroups, airbases, submarines and land installations to decide the world's future. You will be able to take command of one vessel at a time and switch between them, or issue orders from a strategic map.

The Soviet and US Navies were very different, however, it is possible to find some ships that had striking similarities in the most important metrics (such as range, type and effectiveness of armament, etc). As such, there's planned to be two different kinds of missions: Symmetric and Asymmetric. In Symmetric maps, roughly equivalent battle groups will be pitted against each other. In Asymmetric, the fleet composition is more broad and better reflects the different doctrines of the two navies.

There will be realistic weapons and ranges, an adjustable "world scale" slider that modifies the range of all weapons and sensors, skirmish and multiplayer modes, and much more. All these features may not be available on the early alpha version of the game, but will be released with free future updates.

On that note, I'm proud to say I'm committed to the old-fashioned, microtransaction-free model of gaming.

But as for now, it is extremely early in development, but with dynamic water interaction and a unique and immersive order/control scheme, it's already looking very promising and I'm very excited to be working on it.

Be sure to check out the development diary and suggestions thread.

Sincerely,
Azure Skies, LLC

Last edited by AzureSkies; 05-23-2019 at 07:45 PM.
AzureSkies is offline   Reply With Quote
Old 02-26-2019, 09:06 AM   #2
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default Blue Water Development Diary

Dear Diary,

Today SUBSIM has agreed to open a new forum for Blue Water!

To catch everyone up on some of the progress so far, why not a picture montage?

The UI is somewhat WIP. The "order a course" function isn't implemented yet (just manual rudder control). Also the map display will have textures instead of a solid color for the panel and buttons among other things.

As for the list of weapons in yellow on the right - kind of a placeholder for another major UI addition yet to be implemented:

 




Quite happy with the caustics effects underwater:

 






The "STYLE" button above the map is a WIP-build only thing so I can toggle between Soviet and NATO UIs. Although we don't currently have a Soviet ship to show off, this is the WIP Soviet UI:

 


I don't think I've ever seen a game implement this before - did Silent Hunter V do it? At any rate, the ships interact dynamically with the waves. I've seen it so much it's hard to go back to a game that doesn't implement this. It's fun watching the ship ride the big swells up and down:

 



Anyways, that is all for now. The ship you saw was a Charles F. Adams-class destroyer, and the model may change for it in the near future, or perhaps not. There's a lot going on with development, I just thought the community would like to know what's in the works.

There's a whole lot that hasn't been shown off yet, and a whole lot left to be done. Many half-baked placeholder graphics and unpolished ugly things that shouldn't be shown off, but that some people might appreciate seeing, anyways...
 
AzureSkies is offline   Reply With Quote
Old 02-26-2019, 09:15 AM   #3
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default Blue Water Official Suggestions Thread

If you haven't seen the announcement thread yet, please take a quick look here.

Also keep in mind the development diary.

But with that out of the way...



Welcome to the Blue Water official suggestions thread!

To call the development team here small is an understatement, and many of the features have yet to be fully committed to.

As of the moment, we have for our game's core:

1. Realistic weapons and ranges
2. An adjustable "world scale" slider that modifies the range of all weapons and sensors
3. Time Compression
4. Skirmish and multiplayer modes
Etc.

It's impossible to list every little feature of a game, and maybe it's hard to come up with specific feature suggestions on something you've never played, but people have had a lot of years to come up with "what I'do differently about [similar game here]", and I'd appreciate feedback.

The project is for you, after all. So what have you always wanted to see in a realistic naval sim in the genre of Jane's Fleet Command or Battlestations: Midway? (leaning more towards realism)

Last edited by AzureSkies; 05-23-2019 at 07:43 PM.
AzureSkies is offline   Reply With Quote
Old 02-26-2019, 11:51 AM   #4
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: where I'm at presently
Posts: 21,711
Downloads: 18
Uploads: 0


Default Welcome aboard!

AzureSkies!
__________________
"Only two things are infinite; The Universe and human stupidity; And I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 03-01-2019, 03:46 AM   #5
Amiral Crapaud
Torpedoman
 
Join Date: Sep 2002
Posts: 119
Downloads: 2
Uploads: 0
Default

Good luck team!
Amiral Crapaud is offline   Reply With Quote
Old 03-03-2019, 01:47 AM   #6
nikimcbee
Fleet Admiral
 
nikimcbee's Avatar
 
Join Date: Jul 2003
Location: Patroling off Bungo Straights
Posts: 17,663
Downloads: 87
Uploads: 0


Default

Best of luck.


Will it be 1980's only or earlier in the Cold War? Cuban Missle Crisis would be cool.


See October Fury for reference:
https://www.amazon.com/October-Fury-.../dp/0471468843
__________________
nikimcbee is offline   Reply With Quote
Old 03-03-2019, 01:54 AM   #7
nikimcbee
Fleet Admiral
 
nikimcbee's Avatar
 
Join Date: Jul 2003
Location: Patroling off Bungo Straights
Posts: 17,663
Downloads: 87
Uploads: 0


Default

Sweet, first in.
Something during the Cuban Missle Crisis would be cool.


See October Fury.


https://www.amazon.com/October-Fury-.../dp/0471468843


Or maybe something along these lines, the USS Scorpion goes hot.
https://www.amazon.com/Scorpion-Down...s=books&sr=1-1
__________________
nikimcbee is offline   Reply With Quote
Old 03-03-2019, 03:29 AM   #8
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,154
Downloads: 240
Uploads: 1017


Icon2

Quote:
Originally Posted by AzureSkies View Post
3. Time Compression
One of the severe shortcomings for Harpoon multi-player was the Time Compression. Any player could request 1:1 time or pause in order to issue orders. This was fine but, too often, some players forgot to increase time compression speed and most battles just crawled along at 1:1 unnecessarily.

There was no way to know who had requested 1:1 or which player(s) wanted to increase the speed. I think that some way to:

1) tell a player that he is the slowest and
2) what speed the other players are requesting

would be very useful.
__________________
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
Herman is offline   Reply With Quote
Old 03-03-2019, 05:06 AM   #9
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 6,715
Downloads: 33
Uploads: 4


Default

Best of luck its been over a decade since a decent surface naval game has been on the shelf think the last one was destroyer command
__________________


Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 03-05-2019, 12:25 AM   #10
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default

Quote:
Originally Posted by Aktungbby View Post
AzureSkies!
Quote:
Originally Posted by Alain-James View Post
Good luck team!
Thanks!

Quote:
Originally Posted by nikimcbee View Post
Best of luck.


Will it be 1980's only or earlier in the Cold War? Cuban Missle Crisis would be cool.


See October Fury for reference:
https://www.amazon.com/October-Fury-.../dp/0471468843
The possibility of later expanding it to other time periods is open, but as of the moment, the focus is early 80's (end of 1983, specifically). But if the current project meets enough success, there's always the possibility of opening up earlier in the cold war.

Quote:
Originally Posted by Kapitan View Post
Best of luck its been over a decade since a decent surface naval game has been on the shelf think the last one was destroyer command
That's a huge part of the reason this project exists. And Destroyer Command was great!
AzureSkies is offline   Reply With Quote
Old 03-05-2019, 12:28 AM   #11
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default

Quote:
Originally Posted by nikimcbee View Post
Sweet, first in.
Something during the Cuban Missle Crisis would be cool.


See October Fury.


https://www.amazon.com/October-Fury-.../dp/0471468843


Or maybe something along these lines, the USS Scorpion goes hot.
https://www.amazon.com/Scorpion-Down...s=books&sr=1-1
Replied in the main thread.

Quote:
Originally Posted by Herman View Post
One of the severe shortcomings for Harpoon multi-player was the Time Compression. Any player could request 1:1 time or pause in order to issue orders. This was fine but, too often, some players forgot to increase time compression speed and most battles just crawled along at 1:1 unnecessarily.

There was no way to know who had requested 1:1 or which player(s) wanted to increase the speed. I think that some way to:

1) tell a player that he is the slowest and
2) what speed the other players are requesting

would be very useful.
A great suggestion! I'll be sure to keep this in mind when it comes time for implementation.
AzureSkies is offline   Reply With Quote
Old 03-05-2019, 09:43 AM   #12
Wolfpack345
Lurking
 
Wolfpack345's Avatar
 
Join Date: May 2012
Location: Under the Sea
Posts: 118
Downloads: 226
Uploads: 0
Default

Wow, this looks very interesting! I will definitely be keeping an eye on it.
I've been having an itch for a modern Surface Naval Warfare game and it looks like this will scratch it!
Keep up the good work! Can't wait to see more.
__________________
Check out my Channel.
http://www.youtube.com/c/Wolfpack345
Wolfpack345 is offline   Reply With Quote
Old 03-05-2019, 10:12 AM   #13
jaop99
A-ganger
 
Join Date: Feb 2014
Location: Cancun, Mexico
Posts: 80
Downloads: 25
Uploads: 0
Default

Something similar to CMANO and Jane's Fleet Command will be well received! With 3D view like the last one!
jaop99 is offline   Reply With Quote
Old 03-05-2019, 11:00 AM   #14
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 715
Downloads: 126
Uploads: 6


Default

this screens looks similar to CW so i have some questions:

1. Can you write main differences your game and Cold Waters?

2. Screens shows in right bottom part of display "tactical window" with few buttons. Is in Full mode you will see additional stations like active/passive sonar, towed array, radar, ESM/ECM, damages etc?

3 what is purpose of an adjustable "world scale" slider that modifies the range of all weapons and sensors

4. How you imagine time compression in MP mode?

5. Will you make "link" for information exchange between warships in battlegroup and other forces like AWACS, naval ELINT airplanes, MPA, submarines and land radar stations?
__________________
p7p8 is offline   Reply With Quote
Old 03-05-2019, 09:45 PM   #15
Sulikate
Grey Wolf
 
Join Date: May 2004
Location: Seoul, South Korea
Posts: 947
Downloads: 32
Uploads: 0


Default

Amazing news! May the most favorable winds blow you through developing the game... although we're probably talking engines, not sails, on this one
__________________
Se flutua e não fala quack, afunde-o!








Sulikate is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:29 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
Copyright © 1995- 2021 Subsim®
"Subsim" is a registered trademark, all rights reserved.