SUBSIM Radio Room Forums
Glue, paint, razors...what could go wrong?


SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Indie Subsims
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-08-2017, 10:21 AM   #1
ionizedphil
Bilge Rat
 
Join Date: Mar 2017
Posts: 1
Downloads: 0
Uploads: 0
Default IronWolf VR

Hi there, we’re releasing a room scale VR submarine game on Steam Early Access next week and wanted to introduce ourselves to your community.

We’re a 2 man team from the UK, having previously enjoyed playing the Silent Hunter series, we felt that a submarine game was a great fit for VR. We have ended up with IronWolf VR, it’s definitely more on the arcade end of submarine games than a study sim. We found from user testing that we needed to make missions shorter to be comfortable in current VR headsets.

You can see our dev logs and trailer on our YouTube channel here, feel free to ask us any question.
ionizedphil is offline   Reply With Quote
Old 03-08-2017, 10:33 AM   #2
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: where I'm at presently
Posts: 23,983
Downloads: 21
Uploads: 0


Default welcome aboard!

ionizedphil!
__________________
"Only two things are infinite; The Universe and human stupidity; And I'm not too sure about the Universe"
Aktungbby is online   Reply With Quote
Old 03-08-2017, 11:14 AM   #3
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 163,196
Downloads: 61
Uploads: 13


Default

Welcome to SubSim phil
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Old 03-13-2017, 04:07 PM   #4
Feldpost
Watch
 
Join Date: Mar 2010
Posts: 16
Downloads: 70
Uploads: 0
Default

Ahoi ionizedphil,

i just finished my first missions in your game


I like the way you implemented the interior of the submarine, suits very well for roomscale VR!
Nice effect when you drown - Great job so far for a two man team!

I fully understand, that you aim for a more arcardish submarine game, but since you posted in subsim.com, you will also get some constructive critics


I would suggest:

* use relative bearings instead of absolute compass bearings
especialy for Hydrophone and Periscope, maybe let the compass-rose rotate around the hydrophone, but the top should be ship-ahead and not north

* i like the Idea/Implementation of the rudder control (manual and assist/set course), just rename 'Rudder assist' to 'Set Course'...

* switching manual and 'rudder assist' could also switch a strategic and a tactical map view... (for future releases)

* the turn rate of sub is much to high... your base game has a lot of potencial for typical evade situations, in VR!!. There should the rudder be manual, the map 'roughly' based on hydrophone...

I already love your periscope (for not roomscale-VR-subsimmer: lol, you actualy walk around the periscope and it feels plausible ) and dive control, also your anti-air implementation.


Maybe this is a local bug on my setup?
* I don't hear the engines of other vessels, neither over hydrophone or when i dive directly under them...


wishes for the future:
* able to enter the 'bridge position' - binoculers, basic steering from bridge (like: course 10° port, engines half) - get the sub in an attack position from bridge position...


Your VR game has the potiential for things like no sub-game before: ..evade... VR strength: hearing the destroyer from left... claustrophobie.... depth charges take X- seconds for y - meters...!

- Feldpost

EDIT: i fully understand the 180° turn when switching the compartment for roomscale reasons (like in 'chair in a room'), but the 90° turn when entering and leaving the bridge?

Last edited by Feldpost; 03-13-2017 at 04:25 PM.
Feldpost is offline   Reply With Quote
Old 03-13-2017, 06:32 PM   #5
spec24
Swabbie
 
Join Date: Sep 2002
Posts: 13
Downloads: 12
Uploads: 0
Default

Just saw your game on EA on Steam. Very exciting! Looking forward to playing!
spec24 is offline   Reply With Quote
Old 03-14-2017, 04:19 PM   #6
Raven77
Bilge Rat
 
Join Date: Mar 2017
Posts: 1
Downloads: 0
Uploads: 0
Default

Looks great! Also I sent you a pm. but I dont see it in the sent folder so im going to copy it here just in case

Hello there I came across your game on steam. I was wondering if you needed any voice work done for your game? Narration work for trailers or in game character work etc?
I have attached my demo below, ive done voice work for some indie titles and mods.
If there is any voice work you are needing I will be happy to do a audition line reading to see if I match what you are looking for.
Thanks
Christinasvoice.yolasite.com

Your project looks fantastic.
Raven77 is offline   Reply With Quote
Old 03-14-2017, 09:22 PM   #7
agathosdaimon
Planesman
 
Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 180
Downloads: 118
Uploads: 0
Default

The game looks great and its got some good feedback so far

I dont have VR - so there is absolutely no way to play this? could you enable it to have keyboard controls for those of us without VR?
agathosdaimon is offline   Reply With Quote
Old 03-16-2017, 04:01 AM   #8
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,218
Downloads: 901
Uploads: 73


Default

Maybe some weather effects could be implemented next . Night , Rain/fog .
I notice everyone is talking normal while being pinged . It would be good if you could implement something like , When pinged the players voice decibel level effects detection chance .

Last edited by THE_MASK; 03-16-2017 at 05:47 PM.
THE_MASK is offline   Reply With Quote
Old 03-18-2017, 05:37 AM   #9
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,611
Downloads: 1103
Uploads: 0


Default

A Warm Welcome To The Subsim Community > ionizedphil & Raven77
Subsim <> How To Donate <> See The Benefits <> Support The Community
THEBERBSTER is offline   Reply With Quote
Old 03-18-2017, 06:42 AM   #10
Gwenydd
Swabbie
 
Join Date: Nov 2014
Location: Northern Washington
Posts: 9
Downloads: 59
Uploads: 0
Default question

Any chance this will be Oculus Rift compatible in the future?
Gwenydd is offline   Reply With Quote
Old 03-18-2017, 04:29 PM   #11
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,218
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Gwenydd View Post
Any chance this will be Oculus Rift compatible in the future?
There are comments on the steam forum where people are already playing with Oculus .
THE_MASK is offline   Reply With Quote
Old 03-18-2017, 05:11 PM   #12
skin-nl
KapitainLeutnant
 
skin-nl's Avatar
 
Join Date: May 2010
Location: GlanerBrucke
Posts: 366
Downloads: 209
Uploads: 0
Default

Looking Good
__________________
skin-nl is offline   Reply With Quote
Old 03-18-2017, 06:51 PM   #13
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,218
Downloads: 901
Uploads: 73


Default

There needs to be a detection penalty for leaving the periscope up while surfaced . Everyone leaves the scope up .
You could have a hatch that leads to the deck gun . Same with the AA gun . The main hatch from the command room should lead to the Conning deck near the UZO (have torpedo fire control and compass/direction change next to the uzo) .
Three hatches excludes teleporting .
I think 3 hatches would work . The gates look silly imo .
3 rooms would work for between 1 and 4 players with this layout imo .
So basically 3 rooms . Hydrophone room with Hydrophone and hatch to access the Deck gun .
Command room with periscope/torpedo fire/depth/steering/engine speed controls and hatch that leads to the UZo on deck . Have 2 big steering wheels on one side of the room , one for turning and the other for hydroplanes .
On one side of the turning wheel have the speed control and on the other side of the hydroplane wheel have the ballast controls . Layout would be depth/steering..........hydroplanes/ballast .
Have the wheels far enough apart that you have to take a step between them . On the other side of the room have the torpedo fire control .
Engine room with battery management ? and hatch that leads to the AAgun .
Even with 1 players and 3 rooms it would work .

Have an option to have the hydrophone in the command room if only single player . The deck gun hatch would still be in the hydrophone room though .
You don't need animated characters imo , it would wreck the atmosphere of it .

Last edited by THE_MASK; 03-20-2017 at 06:52 PM.
THE_MASK is offline   Reply With Quote
Old 04-23-2017, 06:11 PM   #14
Nafod81
Loader
 
Join Date: Jul 2007
Location: Saint Louis MO
Posts: 87
Downloads: 7
Uploads: 0
Default

Any subsimmers want to do some coop? friend me on steam (nafod81).

I get sick of playing with peeps who can't understand simple bearings.
Nafod81 is offline   Reply With Quote
Old 08-08-2018, 06:14 PM   #15
Haukka81
Medic
 
Join Date: Jan 2008
Location: Oulu, Finland
Posts: 163
Downloads: 368
Uploads: 0
Default

BUMB


This is looking really nice.


Haukka81 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:18 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, Jelsoft Enterprises Ltd.
Copyright © 1995- 2022 Subsim®
"Subsim" is a registered trademark, all rights reserved.