6 comments

  • epaga 2 hours ago
    Oh wow, guess this is getting auto-reposted! I posted it a while back to 0 upvotes...

    Anyways, this project has been a blast to make especially with all the free and public domain resources that are out there on WW2 stuff.

    A few fun examples that helped me:

    - an original Torpedo Data Computer manual https://maritime.org/tech/tdc.php

    - an original recognition book of Japanese merchant ships https://www.ibiblio.org/hyperwar/NHC/NewPDFs/USN/ONI%20Recog...

    - an original report of the Battle of Leyte Gulf including a patrol zone map of US submarines on page 166 https://apps.dtic.mil/sti/tr/pdf/ADA003030.pdf

  • dwroberts 1 hour ago
    I would like to try this, but would strongly prefer a demo on Steam that starts and runs fullscreen rather than playing it in the browser.

    Can obviously fullscreen a browser tab etc - just that, playing it in the browser has a sense of impermanence that doesn’t mesh with needing to take a long time to learn and play it? I dunno, just feels like the wrong place for it

    • epaga 1 hour ago
      Definitely planning on getting a demo out. Which device are you on? I could add you as a beta tester if you're interested.

      Edit: Also, you can add the page to your Home Screen on most browsers as a PWA app, and it's nearly like a full screen app.

  • oezi 1 hour ago
    I tried the tutorial, but got confused by when to start/stop time and it made everything become desynchronized from your tutorial instructions.

    I then started the time again, when I shouldn't have and realized that I would have to do all the calculations all over.

    You should either manage the time or give dynamic instructions.

    • epaga 1 hour ago
      Thanks - yeah this is a tricky problem since on the one hand I don't want to frustrate users not being able to pause/unpause but on the other hand I need to not let them unpause too soon and have the ship be in the wrong position.

      Currently it should be blocking unpausing until step 7 or so... and it also should auto-pause once the ship reaches step 8(?). I did both of these things for the reason you're saying, but maybe I need to do it even more "locked down", at least for the Basic Tutorial.

  • abrookewood 2 hours ago
    Congrats on the launch. Looks interesting, though maybe a tad dry. Love the authenticity though. Have wish listed it and will keep an eye out.
    • epaga 2 hours ago
      Thanks a lot! Any ideas how to make it less dry? :) That's kind of par for the course for submarine sims, I suppose...
      • conception 1 hour ago
        I would say in this case dry is preferred. It’s a niche thing. Let it be niche :) we need less common denominator content in the world.
      • applfanboysbgon 1 hour ago
        Is it? I'd really expect submarine sims to be wet. Rather extremely so.

        In more seriousness, I think it's fine for this kind of simulator to be 'dry'. There are a million games on the market, each can have its own niche, I think this one appeals to a very specific type of nerd and doesn't need to appeal to the mass market (and really, probably can't without a degree of production value that goes beyond the scope of an indie game; I think to get mass appeal you would probably need hyperrealistic 3D graphics and such).

  • yarekt 2 hours ago
    very cool, i’m in
  • crimsoneer 1 hour ago
    Is that comic sans or am I having a moment
    • epaga 1 hour ago
      It should be Patrick Hand, and Special Elite for typewriter stuff...but are you seeing Comic Sans, seriously?