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Rapporter et problem med oversettelse
That said, it's not a bad idea, though you'd have a pretty limited market for it given the visuals are also going to be pretty limited. It also might be better to have manual pinging, it would just end up being frustrating for the player having their location given away when they don't need/want to ping, and when in combat a player would obviously want to ping much more frequently. Also be aware that in a fully 3D combat environment a pitch/yaw camera like those found in most FPS games can be a bit too limiting and difficult to use, especially if you need to lead targets, but using other more free camera types can be a lot more confusing and difficult to control because you lose your constant knowledge of what is up and down.
So to make this post seem on topic: Are there any good sub games that you draw inspiration from?
Yep, that's a good idea, it will add some nice visual detail when not pinging and don't forget you will be able to use that in the gameplay too. Any well lit areas will be able to help the player, and that also means you can use it to indirectly guide the player to certain areas by laying down a sort of path (can even just be a few patches) to where the player needs to go. Though you will probably still want to have a pretty heavy black fog effect to simulate dark murky water and so you can't see the lighter areas from too far away, you probably don't want to lose the tension that builds from being in the dark, but the light areas could give the player a brief sense of safety to calm down which will give a nice contrast to the tension.
Another potential light source that would look quite impressive is an underwater lava seams and volcanic eruptions, you can see one here:
http://www.youtube.com/watch?v=hmMlspNoZMs You may want to exaggerate the effect though ;).
An option then is rather than specifically pressing a button to ping, is to instead have the player control the frequency of the pings, you could have 4 or so frequencies that the player can scroll through, no pings, every 10 seconds, every 5 seconds, every 2 seconds, and every second. Another effect you could introduce to this to balance it out a bit is to decrease the range of visibility you get from a ping based on the frequency so at every second you might only get 25 meters of visibility, but at every 10 seconds you get 250.
No problem, I love discussing game development and design :).
And subs mostly use passive technology since pinging will alert everone around you where you are on longer distance than your ping will detect others.
Edit: and subs are fighting at longer distances than light travels through water. They have powerful lightsources but not for fighting. Even sunlight qannot be seen below 91m by the human eye. Not that the human eye is used for seeing though....
Passive sonar is only useful in picking up things that make noise, relying on it means you crash into the ground and can't pick up anything that doesn't make much noise like sea creatures, that's why subs still use active sonar most of the time. Passive sonar is only used when you need to avoid being detected, it would certainly be a good addition to rammer259's game but it would be silly to make it the primary method of detecting enemies and terrain.
I assumed this was primarily a sub fighting game. And that means you want to avoid detection. The purpose of subs is stealth and if you didn't want to be stealthy you would use a ship, right?
I'm no expert but I'll try to tag along with sense and wikipedia knowledge. Also you qan use maps of the sea depth. As long as you don't dive to the very bottom you should be fine with almost no depth info at all. And you qan still use light (lower detection range than sonar) to find the ocean floor if you want something more local.
Some kinds of subs makes more noise than others so passive technology is still useful.
You seem to have information that doesn't qome straight from wikipedia. May I read your source? I'm interested in subs.
From what I read it sounded like rammer259's idea is that you fight aliens that are basically sea creatures, or humans in futuristic diving suits rather than using large subs for combat. But I could be wrong.
I couldn't find the specific info on it since I don't remember the names of the equipment, but this post mentions it in a bit more detail:
http://uboat.net/forums/read.php?20,60019,60046#msg-60046
And I like the idea of manually pinging. Then timing your pinging would be as skill. I don't know if you would normally ping by hand IRL, I guess you either do it by a certain (changing) frequency or don't do it at all. It would be good for gameplay though. (I'm not exqluding a set frequency option)
I do know that you increase the frequency of your sonar for finer location of nearby objects but that forum probably has loads of tasty info in other hreads so thanks :)
From what I read it sounded like rammer259's idea is that you fight aliens that are basically sea creatures, or humans in futuristic diving suits rather than using large subs for combat. But I could be wrong.
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Just an FYI! I was planning on using subs but only as a side feature (kinda like a spawnpoint)
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rammer259: perhaps a manual ping is a better idea as well, but it would be nice to have a "pings per second" limt though. Perhaps you could also set autocast option for when you don't want to spam the button!
Aus Skiller: An option then is rather than specifically pressing a button to ping, is to instead have the player control the frequency of the pings, you could have 4 or so frequencies that the player can scroll through, no pings, every 10 seconds, every 5 seconds, every 2 seconds, and every second. Another effect you could introduce to this to balance it out a bit is to decrease the range of visibility you get from a ping based on the frequency so at every second you might only get 25 meters of visibility, but at every 10 seconds you get 250.
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I like this idea of swapping pings per second(s) for distance, it would provide nice balance between a more informed observer type player and the up in your face rush player.
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sry for terrible quotes I don't have the hang of it quite yet!