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Old 07-16-19, 12:23 PM   #1
PanicEnsues
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Default Crash Dive 2

Greetings SubSimmers!

For the past few months I've been working on a sequel to Crash Dive (something I've been wanting to do for years).

It will still be WWII, but this time in the South Pacific, with the player in command of a U.S. Navy Gato-class submarine. The core gameplay will be very similar to Crash Dive, but with significant improvements.

Below is a partial wish-list of new/upgraded features; some of these are done, some are in progress, and some I have no idea how to accomplish yet:
  • Crew management/assignment
  • Story/campaign mode
  • Detailed damage control
  • O2
  • SJ Radar
  • Land masses
  • Ocean floor/bottoming
  • Ships/sub can run aground
  • Armed cargo ships
  • Enemy torpedoes
  • Enemy aircraft
  • More realistic ship movement
  • Better enemy AI
  • Better ship-to-ship collisions
  • Notification history
  • Weather (clouds, fog, rain, lightning)
  • Time of day (sun/moon cycle)
  • Crew spotting when surfaced
  • Navigational waypoints
  • Upgrading of sub (tech tree)

If you have suggestions/additions/feedback on this list, sound off and let me know! I'm also going to have questions that this community is uniquely suited to answer, so I'll be posting those in this forum.

Thanks!

-Scott
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Old 07-16-19, 12:36 PM   #2
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Just to show that I'm serious about work on Crash Dive 2

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Old 07-16-19, 01:20 PM   #3
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It would definitely be played and enjoyed if a sequel was made, and by the wish list it it looks like would be a good game
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Old 07-16-19, 02:33 PM   #4
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Another video: Crash Dive 2's new weather system, showing fog, clouds, rain, and wind. Wind affects the water's wave speed and size.
All weather factors affect the enemy's ability to detect your sub (and your ability see them!).

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Old 07-16-19, 07:00 PM   #5
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I'm definitely onbaord with this! I loved Crash Dive so much, it was really a fun game. It was really polished and gave me a lot of pleasure while waiting for my gf to decide which shoes she couldn't live without.

Recommendations:

Play the original Silent Hunter to sample the tone of the game. I always felt CD was an homage to Aces of the Deep, having CD2 bring back memories of SH1 would be awesome.

Have crew reports in the game. "Rrrright full rudder, aye sir!"

Have some small villages on the islands, small military outposts, and docks with moored vessels, buoys, mines, and nets.

Have harbor penetration missions and make navigation and reconnaissance a big factor. Trying to find Wewak among a dozen small islands would be a great mission in itself. USS Wahoo.

While on the topic of harbor intrusions, have some missions where the enemy is skirting the coast and you have to run dangerously shallow to close the range, re: USS Barb.

Sub vs sub missions

Warship encounters, like USS Cavalla.

Thermoclines and bathythermographs

Easter eggs!

cheers,
Neal
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Old 07-16-19, 10:59 PM   #6
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Great list of recommendations, thanks Neal!
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Old 07-17-19, 05:13 PM   #7
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Bring it on!
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Old 07-18-19, 02:36 AM   #8
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Hi,Scott
Can't wait for it ,whats the E.T.A for this game??
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Old 07-18-19, 05:39 AM   #9
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Loved Crash Dive have it on my tablet and on pc im sold on Crash Dive 2

Cry Havoc and let slip the dogs of war ill be enroling in the Silent Service once again Yippee
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Old 07-18-19, 11:37 AM   #10
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Quote:
Originally Posted by arkroyal View Post
Can't wait for it ,whats the E.T.A for this game??
Just as soon as it's done!

Though I'm hoping for some time next year...
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Old 07-18-19, 05:49 PM   #11
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Quote:
Originally Posted by PanicEnsues View Post
Just as soon as it's done!

Though I'm hoping for some time next year...
Good answer!
Not to overwhelm you with suggestions, how hard would it be to add S-Boats?

Another thought, how hard would it be to add the option to play as the Japanese? Would that be just too much to model/add?
How big is your dev team?

Best of luck:Kaleun_Cheer s:
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Old 07-18-19, 06:33 PM   #12
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Quote:
Originally Posted by nikimcbee View Post
how hard would it be to add S-Boats?
Not too difficult; I would need to create or source a model/textures, then figure out how much of the Gato's capabilities to reduce/remove to make it behave like an S-Boat. Probably not something I would try to include in the first release, but maybe a later addition?

Quote:
Originally Posted by nikimcbee View Post
how hard would it be to add the option to play as the Japanese? Would that be just too much to model/add?
Same deal, just lots of models/textures to add. I could see it as an expansion to the base game, though.

Quote:
Originally Posted by nikimcbee View Post
How big is your dev team?
Just me. Solo dev, at your service!

-Scott
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Old 07-18-19, 08:27 PM   #13
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Quote:
Originally Posted by PanicEnsues View Post
Not too difficult; I would need to create or source a model/textures, then figure out how much of the Gato's capabilities to reduce/remove to make it behave like an S-Boat. Probably not something I would try to include in the first release, but maybe a later addition?


Same deal, just lots of models/textures to add. I could see it as an expansion to the base game, though.



Just me. Solo dev, at your service!

-Scott
Just you? That's crazy. I guess it makes the planning meetings a whole lot more easier.

How much time does it take to create a model? All of that would make a great add on! I wish I could help, but I have zero programming skill. I've done level design and artist research many years ago. I think a Japanese add-on would be cool, depending how this edition works out.
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Old 07-18-19, 08:41 PM   #14
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Lack of meetings is my favorite part of being a solo dev.

Quote:
Originally Posted by nikimcbee View Post
How much time does it take to create a model?
About 3-4 days. Not terrible, but long enough to make it worth buying models if I can find a quality source for a good price.

15 or 20 years ago, when I used to do that kind of work full-time, it would have taken me half as long. But now I'm old and slow.
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Old 07-18-19, 08:50 PM   #15
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Default Torpedoes

I'm debating whether to eliminate the fire arc limitation that Crash Dive has, and would love to hear feedback.

I know that the Mark 14/15/18's gyroscopes allowed setting an angle that the torpedo would turn to after launch; but was there a practical limitation to that? E.g., would they ever fire a torpedo with a 90-degree offset? If so, I could just let the player fire at any relative bearing (from whichever torpedo room is within the 180-degree arc).
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