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Old 06-15-21, 07:43 AM   #76
Onkel Neal
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From Artur @ Iron Wolf studios...
Dear Destroyer fans,
it is with great sadness that we announce the news that our demo has not made it through
our parent company QA and has been consequently postponed until the Autumn edition of
Steam Next Fest. The reason given was that ‘the game is too realistic and hardcore for the
average player and that the demo must not be released without a fully interactive tutorial’.
The demo was submitted on time, with high-quality graphics and audio, and - most of all
- with complete, entertaining and bug-free gameplay. While we regret the decision having
been made, we accept it and treat it as a chance to deliver an even better demo.
We will now focus on doing everything we can to make it up to you, and to that end, we will
be releasing gameplay and tutorial videos, so that you can see what we have achieved thus
far and evaluate the game’s complexity level yourselves.

We are currently looking into the possibility of making the demo available for outside testers
in order to gain more comprehensive feedback.

Please stay tuned for more updates as the situation develops.


Quote:
Originally Posted by Artur Salwarowski View Post

All the simplifications that we are going to introduce will be optional. You will be able to pick and choose which components of the game you would like to handle yourself, and which you would like to have automated (that especially applies to the DRT, the OSC, and the TRR).

.
That sounds like heaven.
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Old 06-16-21, 03:01 AM   #77
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That indeed sounds wonderful !!!!!
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Old 06-16-21, 05:20 AM   #78
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Doesn't surprise me, Playway made money with that game, Mechanic Simulator, made it a franchise, and it's basically one of those "I'mma DLC queen" of game, it's not like they know how to actually make good games, just a quick cash grab and if turns out decent it just happened... Look at U-Boat, the game is gonna be great just because of modders basically, the base game is so lacking, and that's just because Playway doesn't want to invest on a decent sized crew to work on it.
Anyway, my suggestions here are:
- make "difficulties" optionals, like if a guy's a noob or doesn't want to dip into the real stuff, make those processes automated or extremely easy.
- make it moddable so much that it can be easily made more realistic/immersive.
Good Luck.
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Old 06-17-21, 06:44 AM   #79
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with playway it dont surpise me at all question is how they definded average player i got the game on my wishlist but odds of me buying it is like hitting the lotto two reasons playway and the dlcs you might have to buy 10 dlcs before you know it you could have 100 dollars or more and not counting the price in the main game i have been burn on a couple of playway games i would love to try the demo or least Neal try it
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Old 06-18-21, 09:35 AM   #80
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Just wanted to add my vocal support here. Looking forward to playing this!


I pray that the developers will be allowed to make the game that they envisioned. Design by committee always ends up dissapointing everybody.
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Old 06-18-21, 10:51 AM   #81
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EAF274 Johan! It's all a plot to bring you to the surface after an 8-year silent run!
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Old 06-19-21, 09:09 AM   #82
EAF274 Johan
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Forced to the surface by a Destroyer



But yes, with War on the Sea, Task Force Admiral and now Destroyeron the horizon it seems the Happy Times are back.
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Old 07-10-21, 01:35 AM   #83
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Good news: in full release we can expect:

  • Big battles with a lot of variety and random elements,
  • Skimrish model to generate convoy battles semi-randomly or under player's full control,
  • A strory campaign where your choices shape the outcome of each battle



Really missed co-op mode here.
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Old 07-11-21, 10:43 AM   #84
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smithrowe!
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Old 07-24-21, 03:39 PM   #85
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Is the uboat following historical moving limitations...cause they are poping around all over the place.

Also why is everything in compass bearings rather than heading bearings.I just want to keep my sonar following 45 degrees of bow not move it manually to compass bearings all the time...Its just busy work.
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Old 07-25-21, 05:27 PM   #86
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@ frigokar - The demo was on a strict deadline for the Steam next fest and some features did not make the cut, the devteam were already working around 5he clock to get the demo prepared. Full ship and sub physics modelling is still on the to do list. The game currently uses true bearings for everything, but the final game will have relative bearings added as well, the audio had actually been recorded for that but the devs just did not have the time to add it.

The full game will also feature much larger wolfpacks, more detail and realism in the stations, the ability to control up to an additional 3 destroyers as well as an rpg story based campaign. If the first game is successful additional sequels will be developed with anti-air and anti surface warfare in the Pacific.
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Old 07-26-21, 08:10 AM   #87
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I'm 20 hours into this demo game at the moment and I've loved every minute.


It's addictive and difficult. Sinking a sub is a big achievement, so don't expect to rack up large scores.
Everything has to be done manually, plotting, sonar, etc. just as you would in SH 3 on hard difficulty, except you can't see the target.


It was 4 hours before I sunk my first sub.
Getting everything right doesn't guarantee a kill, as it can all go tits in the last few seconds.


Reading the plot correctly and summing the situation in your head, takes time.


Excellent.
..

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Old 08-11-21, 05:34 PM   #88
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Default Destroyer 10/8/21 update from Artur & the devs

For all who have tried the fantastic Destroyer the UBoat Hunter demo from IronWolf studio here is an update on the game’s progress from developer Artur via the games Discord Channel...

OK, so here's what we are working on right now....

-free camera look for all stations
-switching between stations via hotkeys
-improved 'Crest' water effects
-new messages from sonar, e.g. 'sounds of torpedo tube outer doors opening'
-new messages from lookouts, e.g. 'torpedo in the water'
-all inconsistencies between text and audio to be fixed
-relative bearing for sonar, lookouts and gun director
-improved destroyer and U-boat physics
-text localization in multiple languages
-auto-plot for DRT & OSC
-pencil functionaity for DRT (drawing a constant line from the center of the light bug)
-selective eraser for DRT / OSC
-automatic TRR settings
-'game settings' menu in the pause menu, allowing to pick and choose which of the extra cameras and automations you wish to use
-collision warning (ship siren and message from the lookouts)
-various DRT user experience improvements (bigger clicking box for drawing Xs and more)
-pattern selection for depth charge drops
-external camera
-hot keys for steering and speed control
-improved audio report queueing and selective muting
-text window improvements (bigger, improved scrolling, various colors for different stations, etc.)
-destroyer camouflage selection (still to be confirmed)
-sailor models in all stations (still to be confirmed)

Right, so the above list is not complete, but there are certain things we cannot speak of yet. I also cannot promise that all of the above will be delivered before the next version of the demo, but we feel that the above issues have been raised most often, and this is what we are planning to improve in the nearest future.

If you have not yet tried the existing (June 2020) version of the demo its still available to download on steam at

https://store.steampowered.com/app/1..._UBoat_Hunter/
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Old 08-12-21, 10:19 AM   #89
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Absolutely FANTASTIC !!

You guys are really listening to the comunity !!!!

Implementing all those features would make the sim a awesome success!

Thanks a lot!
Looking forward for its release
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Old 08-18-21, 05:57 PM   #90
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i try the demo for two minutes then remove it from the wishlist
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