Demo gameplay + commentary
|
That demo looks AWESOME!!!
Can't wait until it's released. Great Job!! |
Looks great, excited for this. One thing is hope will change the robotic sounds crew voice, its annoying and immersion killer, a more natural speaking voice would work better. Hope the arcade like gunsights in turret can be disabled. Otherwise, looks great.
|
it looks ok but the gunsights and voice
|
Hi there,
the gunsights are already optionally automated and you can aim by radar. As for the crew voices, you can turn them down (music, sound fx, and speech all have separate sliders for volume control). |
Can't wait for its release.
I hope that, after this game has been patched due to some errors the dev team will create an addon-which is subs. Markus |
I thought the demo was going to be released in June. Is this still the plan?
|
Quote:
|
Quote:
But looks like my DC game memories , when fight agains colleagues played SH2. Beauty... and dangerous. But I miss hunting real players... this is what I'm really waiting for. |
Quote:
Make a dynamic campaign, is it just a skript driving game, i'm out. |
If you keep at least as much manual control as in the video above as an option, I will buy it.
|
I just downloaded it and played really quick and it looks promising. Keep in mind the sonar diagram is NOT relative to your ship but it’s actually on true north. So if you have the submarine off of your nose it’s not necessarily straight up on the sonar diagram. It’s a little confusing.
So far I like it but it seems like the submarines are super aggressive. In real life they would be trying to hide from the destroyer but in the simulation so far they press the attack on the convoy while you are actively pursuing them. Maybe this can be an adjustable realism setting? |
Hi there,
Thank you very much for the feedback. Yes, the current AI is slightly on the agressive side, because of some issues that we have encountered in mid-development of the demo. When we first implemented the AI, it had more maneuvering variety and the agression level was more or less what we wanted. However, as development progressed, certain issues popped up which made it difficult for the U-boat to re-engage the convoy once you pressed it hard enough. It often happened that the U-boat was unable to get a decent shot even if you didn't really pursue it, and it seemed wrong not to have a challange, or at least some pressure - the game got boring if there was no feel of immediate danger ;) However, in the full game we will have multiple U-boats, and they will have 'levels of temperament'. There will be Kaleuns who attack agressively, and those who will lie in wait and make various confusing maneuvers. In general, the AI is far from ready, so don't worry - it will be much better once we finish. |
Killed the sub. Don’t know how to post pictures here.
|
Wow, that's quick :Kaleun_Applaud::Kaleun_Salute::Kaleun_Thumbs_Up:
I thought it would take you a little longer till the first kill, but cheers! :Kaleun_Cheers: |
I might have been lucky. I just started a plot and then I lead him a little using my eyeball. Didn’t use the TRR graph thing. It is difficult to operate several stations at once but that comes with practice.
Having fun so far. One quick suggestion. The little picture of the sub that appears when you drop is a little vague. Can’t tell where the drops are going. Maybe a top down view would be better? |
@Arthur,
This game is AWESOME. Thank you for release a demo to test this game. Amazing, I missed that since old Destroyer Command. Unfortunatelly there are some missing features which I want to show. Maybe you add them... Difficulty level: easy mode with auto-update CIC contacts hard mode with no uboat camera when drop DC CIC & SONAR: I missed ship icone at CIC and SONAR to know where ship is going. (Maybe normal difficulty only?) Control: WSAD is much more "friendly" than type 023 course again and again. Similar with speed. Ships: More ships: tankers, linears, troop transports More sinking effects: explosions, burs etc, Sonar: Not sure passive hydro is working (my scrollwhell doesn't work). Maybe player is able to listen uboat propeller itself? Mission end: + Don't know why mission is over after 25 minutes. + (No damages for uboat, 4 of 9 ships destroyed). AI: + Let Ai try attack player - my DD stopped and nothing happened. Next proposals: + Mission editor (build big convoy, weather control) + Multiplayer co-op mode with escort cooperation (one DD = one player) Next expansions: + Multiplayer mode DD vs SUB (one ship = one player) + Pacific theatre Post scriptum: + Background music is absolutelly gorgeous. :up: |
Just got done with my first try at the demo. Didn't do too well. It was like Otto Kretschmer verses Clem Kadiddlehopper. But I had a good time. Will be following the development of this game closely with and eye towards buying.
Great job so far Iron Wolf Studio. |
Took me a few days but I managed to sink the sub with no convoy loses.
Once I learned how the sim works and the robotic U-Boat campain operates, I had a great time. https://i.postimg.cc/2SpJNSvW/Destroyer.jpg |
I haven't had much time to play. So far, I'm doing terrible ... but loving it.
|
All times are GMT -5. The time now is 10:27 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.