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Old 02-26-19, 09:05 AM   #1
AzureSkies
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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; 05-23-19 at 07:45 PM.
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Old 02-26-19, 09:06 AM   #2
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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...
 
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Old 02-26-19, 09:15 AM   #3
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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; 05-23-19 at 07:43 PM.
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Old 02-26-19, 11:51 AM   #4
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Default Welcome aboard!

AzureSkies!
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Old 03-01-19, 03:46 AM   #5
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Good luck team!
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Old 03-03-19, 01:47 AM   #6
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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
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Old 03-03-19, 01:54 AM   #7
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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
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Old 03-03-19, 03:29 AM   #8
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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.
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Old 03-03-19, 05:06 AM   #9
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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
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Old 03-05-19, 12:25 AM   #10
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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!
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Old 03-05-19, 12:28 AM   #11
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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.
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Old 03-05-19, 09:43 AM   #12
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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.
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Old 03-05-19, 10:12 AM   #13
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Something similar to CMANO and Jane's Fleet Command will be well received! With 3D view like the last one!
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Old 03-05-19, 11:00 AM   #14
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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?
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Old 03-05-19, 09:45 PM   #15
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Amazing news! May the most favorable winds blow you through developing the game... although we're probably talking engines, not sails, on this one
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