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Author Topic: Sub Commander: Roguelike Submarine Simulator  (Read 47314 times)

Aseaheru

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #150 on: May 17, 2014, 11:38:48 pm »

Names.
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LoSboccacc

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #151 on: May 18, 2014, 01:34:04 am »

Wait, can't you render the map to a texture once (once per zoom level) and crop it to the map viewport?
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TheGeoff

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #152 on: May 18, 2014, 02:10:42 am »

The main advantage of the current system is that it allows the terrain to be modified on the fly, which I thought could be a useful feature way back when I first coded the map stuff. I don't think there's any situation when that would be useful now, so yeah I might as well change how it's done. The problem is that any kind of image operation in Blitz Basic 2D - resizing, rotating or even cropping - is incredibly slow, especially on large images like the world map. The functions just aren't intended for real time image processing. Having 3 large textures for the entire world map would also increase the file size and loading time of the game - to render the world at zoom level 1, the game would need to load a roughly 4800x2400 image for example.

There definitely are better ways to do it than the current method though and I might look into changing it in the next version. Eventually I'll port the whole game across to BlitzMax, which is a whole lot more modern and should allow me to have a single image for the world map and just resize and crop it in real time.
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Akura

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #153 on: May 20, 2014, 11:03:13 am »

Whats the difference between countries?
Names.

I don't know why, but that sounds like it could be more profound than it was intended to be.
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forsaken1111

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #154 on: May 20, 2014, 11:04:12 am »

Whats the difference between countries?
Names.

I don't know why, but that sounds like it could be more profound than it was intended to be.
This is deep.
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Retropunch

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #155 on: May 27, 2014, 07:41:54 pm »

Any further news/developments on this?

I showed it to my mate who's a submariner on a nuclear sub and he's passed it around some of the crew and they're absolutely loving it and they send their thanks. They also say there are some realism faults and that three quarters of the game should be taken up with hiding bottles of whiskey and disciplining crew for sleeping under important and/or dangerous machinery.

I know this is a long shot, but would multiplayer ever be possible? I know with the time compression it might be difficult/impossible, but I guess there could be a smaller map for multiplayer games with no time compression allowed? Even if it was a somewhat stripped down version of just sub v sub I'm sure it'd be great fun!
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TheGeoff

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #156 on: May 28, 2014, 06:36:03 am »

Any further news/developments on this?

I showed it to my mate who's a submariner on a nuclear sub and he's passed it around some of the crew and they're absolutely loving it and they send their thanks. They also say there are some realism faults and that three quarters of the game should be taken up with hiding bottles of whiskey and disciplining crew for sleeping under important and/or dangerous machinery.

I know this is a long shot, but would multiplayer ever be possible? I know with the time compression it might be difficult/impossible, but I guess there could be a smaller map for multiplayer games with no time compression allowed? Even if it was a somewhat stripped down version of just sub v sub I'm sure it'd be great fun!

That's hilarious! Maybe one day I'll make it so the crew sneakily pass around bottles of vodka when you're not watching. Glad they're enjoying it!

Development's progressing slowly - at the moment, I'm working on improving the ship AI so they can form battlegroups and convoys. It's almost working, but the ships sometimes bunch up too much and there's still a few performance optimisations I'd still like to make. It'll be a huge improvement once it's working though, I just tried attacking a US carrier battlegroup escorted by destroyers and submarines and it's really difficult but a lot of fun.

Multiplayer would definitely be good but it's a long way away. There's a few possibilities for different game modes - some kind of sub vs sub deathmatch mode on a small map (like you suggested) would be cool, as well as maybe a co-op mode where several players work to take down an enemy fleet. I think a mode where several players control one crewman each on the same sub would also be a lot of fun. I have very little experience coding multiplayer games though, so unfortunately I won't be working on that side of the game for a while.
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Micro102

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #157 on: June 28, 2014, 11:05:57 pm »

I've got a few questions. When I see an unknown ship, how do I tell if it's an enemy? Because they seem to immediately know that I am their enemy

How do you repair the hull? Particularly the hull on the outlayer (assuming you cannot) and the hull behind, say, the bilge pumps or other equipment? Because if you cannot then that leaves a lot of spots for water to endlessly seep through.

why not keep bilge pumps on at all times?

why aren't my men turning on the bilge pumps/doing anything? My ship was flooding hard and as I was desperately trying to turn all the bilge pumps on I noticed that 3 of my guys (who first left the fore torpedo room and never went back in after the oxygen levels filled back up) just weren't doing anything. Their status was "on break" while the room was filling up with water, and would not go to activate any bilge pumps. Everyone else made a shot for a pump, but not these guys. Wouldn't go to machines either.

What caused all the oxygen in the fore torpedo room to disappear? Something happened, there was a small fire, and then no oxygen. Did the fire just eat up all the oxygen and continue to burn?

Pause button would be awesome too.
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Aseaheru

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #158 on: June 29, 2014, 12:04:19 am »

I am gonna try to answer these with what I know.


I've got a few questions. When I see an unknown ship, how do I tell if it's an enemy? Because they seem to immediately know that I am their enemy
I think you have detection ranges to deal with there, that and generally thats how it works.

How do you repair the hull? Particularly the hull on the outlayer (assuming you cannot) and the hull behind, say, the bilge pumps or other equipment? Because if you cannot then that leaves a lot of spots for water to endlessly seep through.

Dont think you can.

why not keep bilge pumps on at all times?

Power requirements, and noise leading to them finding you sooner.

why aren't my men turning on the bilge pumps/doing anything? My ship was flooding hard and as I was desperately trying to turn all the bilge pumps on I noticed that 3 of my guys (who first left the fore torpedo room and never went back in after the oxygen levels filled back up) just weren't doing anything. Their status was "on break" while the room was filling up with water, and would not go to activate any bilge pumps. Everyone else made a shot for a pump, but not these guys. Wouldn't go to machines either.

On break, think of them as on break dwarves. I the you fix the breaks via room management thing

What caused all the oxygen in the fore torpedo room to disappear? Something happened, there was a small fire, and then no oxygen. Did the fire just eat up all the oxygen and continue to burn?
Probably leaks.
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Micro102

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #159 on: June 29, 2014, 12:52:26 am »

Thanks but some things don't add up.

So in terms of hull breaches, one hit can be a game over?

I also tried changing the guys-on-break's room assignments, didn't do anything.

There was no leak for the oxygen. I opened a door and let it refill from another room, and both went up to full. The fore torpedo room did not refill with oxygen by itself. The numbers did rise by 1% and then drop down to 0%, but after filling up to 21%, did not drop after that. It was odd.
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LoSboccacc

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #160 on: June 29, 2014, 03:15:15 am »

no but you have to be fast, activating pumpes and stuff.

after a fire the air supply for the room is closed, check that it is reopened. also, the air will take a while to equalize, so don't send your crew straight in.

there is a locker with air breather and wielding equipement, which allow your guy to survive longer; put those on your best wielders and best mechanics.
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Robsoie

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #161 on: June 29, 2014, 04:34:45 am »

You can repair the inner hull but not the outer while you're at sea.
In order to repair the outer hull you need to sail back to an allied port and you'll be able to refit the sub (and the crew) , repairing then completely the sub.
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Duuvian

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #162 on: June 29, 2014, 05:16:22 am »

Fire consumes an immense amount of oxygen compared to breathing. It's why you should never light a fire somewhere sealed up, even if it gives you light.
« Last Edit: June 29, 2014, 05:18:36 am by Duuvian »
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TheGeoff

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #163 on: July 01, 2014, 08:57:38 am »

Version 0.24 has been released:
http://www.subsim.com/radioroom/showthread.php?t=202304

Highlights:

- AI ships now form battlegroups. These groups range in size from pairs of destroyers to large task force fleets with submarine escorts, and are usually tasked with either defending their homeland or seizing strategically important areas of sea.
- Numerous improvements to the world map. Land is now in colour (both on the map and when viewed through periscope) so you can sea deserts, snow etc. The positions of several coastal cities have also been fixed, and several narrow straits which were previously impassible have been opened.
- Mouse controls have been overhauled and significantly improved. The controls are now similar to most RTS games - click a crewman to select him, right click to give orders. Mouse controls should now work properly in fullscreen mode too.


Please let me know what you think! I think the improved mouse controls and battlegroups are both major improvements.


I've got a few questions.
Others have already given good answers, but to clarify:

When I see an unknown ship, how do I tell if it's an enemy? Because they seem to immediately know that I am their enemy
If you can see them through the periscope, the colour of the dot shows their alignment - red is enemy, yellow is neutral, green is ally. Targeting the ship by pressing T will show you the nationality and whether it's a warship or not, even if you can't see exactly what type of ship it is. Sonar can also help classify targets.


How do you repair the hull? Particularly the hull on the outlayer (assuming you cannot) and the hull behind, say, the bilge pumps or other equipment? Because if you cannot then that leaves a lot of spots for water to endlessly seep through.

You can't repair the outer hull, except by returning to port and refitting (Shift+R). You can repair any tile of the inner hull by pointing at it and pressing R, or by selecting a crewman and giving him a direct order (o) to repair the hull tile.


why not keep bilge pumps on at all times?

As said above, they use a lot of power and are noisy.


why aren't my men turning on the bilge pumps/doing anything? My ship was flooding hard and as I was desperately trying to turn all the bilge pumps on I noticed that 3 of my guys (who first left the fore torpedo room and never went back in after the oxygen levels filled back up) just weren't doing anything. Their status was "on break" while the room was filling up with water, and would not go to activate any bilge pumps. Everyone else made a shot for a pump, but not these guys. Wouldn't go to machines either.

If crew are on break they will not respond to orders till you tell them to return to their post. The new version streamlines this a bit, as you can just select the idler and right click the pump or whatever to order him to get back to work.

What caused all the oxygen in the fore torpedo room to disappear? Something happened, there was a small fire, and then no oxygen. Did the fire just eat up all the oxygen and continue to burn?
Either the fire used up all the oxygen, the fire suppression system accidentally went off and sucked out all the oxygen, or the electrolysis system was turned off and the crewmen ran out of air.

Pause button would be awesome too.
Press Alt to pause the game. You can still issue orders while the game is paused.

Hopefully this answers your questions.
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LoSboccacc

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Re: Sub Commander: Roguelike Submarine Simulator
« Reply #164 on: July 01, 2014, 11:13:10 am »

Pause button would be awesome too.
Press Alt to pause the game. You can still issue orders while the game is paused.

What there's a pause button? Why I didn't know this!!!!
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