SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
09-13-16, 02:18 PM | #1 | |
Navy Seal
|
Quote:
However when people attracted to the eye candy find bad gameplay they become recommenders of quite a different sort. That can kill a game dead. Gameplay has to come first. You can make it look better later.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
|
09-17-16, 02:12 PM | #2 | |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
|
Quote:
Games like DC, SH2-5 had much more than 27 people working at this games each with unlimited financial budget: they called fans and community worked for free to make these games better and better. I think that Einar, Oscar and Neal should prepare basic gameplay only (HMS Marulken was already playable), create Steam's multiplayer cooperation and publish this game code excluded Steam's multiplayer engine. In this solution Einar, Oscar and Neal will collect bucks with selling game by Steam (to play multiplayer on Steam) and modders will have full access to game code to eliminate bugs, make amazing mods, much more interesting that mods prepared for SH3-5 (like new ships, new submarines, new playable nations).
__________________
|
|
09-19-16, 03:01 AM | #3 |
Planesman
Join Date: Sep 2007
Posts: 192
Downloads: 35
Uploads: 0
|
You cannot mod Unity authored games by default. This is something developer has to actively support and its probably out of their development scope. http://forum.unity3d.com/threads/mak...e-game.312490/
|
09-20-16, 11:23 AM | #4 |
Nub
Join Date: Nov 2015
Posts: 2
Downloads: 35
Uploads: 0
|
I think the most important decision the team can make (aside from putting gameplay first which is great) would be to actively support the modding community and modders here with their product. Subsim wouldn't be here with without them. Take a big leaf out of kerbal space programs book, see how they do it (also a unity game by the way), by far the best mod support for a simulation style game that I've seen. No need to jump through all the hoops of hacking the executable, and fantastic interoperation between mods with minimal conflicts and the ability to change almost all functionality of the game. Any dummy can install mods in KSP just copy it into the mod folder I also get the feeling that a decision like this is best made early in the development process so as to incorporate it into the software design and reap the best results later on.
Graphics, screw it, if they support mods and the base gameplay is good, people will work for free and in a short time you'll get something like all the realism mods for KSP making it look flipping fantastic. If the people here can manage to mod Silent hunter to such a degree having to work around a huge amount of problems, I can't imagine what they could achieve with support from the developers. There's only so much the developers can achieve with the time they have, compromises have to be made, but by supporting the modders, this game can continue to grow well after they sit back and relax. Last edited by kellpossible; 09-20-16 at 12:11 PM. Reason: Missing word |
09-20-16, 11:47 AM | #5 |
Gefallen Engel U-666
|
Welcome aboard!
kellpossible!
__________________
"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
Tags |
marulken, wolfpack |
|
|