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Offline Don_prince

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HMS Marulken sub simulator KICKSTARTER LIVE
« on: June 03, 2016, 05:47:42 PM »
HMS Marulken


Download the demo here:
http://hmsmarulken.se/

Support the Kickstarter here:
https://www.kickstarter.com/projects/1655728789/hms-marulken-reboot

Steam greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=501529353

In order to play multiplayer you will need a vpn as Evolve or Hamachi.
http://hmsmarulken.se/HowToJoin.html

The demo is just a small representative of what the final game will be. The final game will be way more detailed. This demo is already enormously fun to play and we can only dream of what to expect.

The devs are often found on the www.subsim.com teamspeak:
ts3server://subsim.teamspeak3.com


 
What is HMS Marulken?

HMS Marulken is a co-op simulation game in which a team of players operate a Swedish world war II submarine. The game is played over a local network or the internet on PC and Mac. The players connects to a server, where they choose a submarine to serve on. Each crew can consist of up to four players, manning the stations in order to operate the ship. The game is available here.

The game is currently in an alpha state, and has only one level. The goal of this Kickstarter campaign is to raise enough money to develop the existing version into a polished and feature complete product. If this campaign is successful, the game will be released on Steam in 2017.


Setting

The game is set in an alternative history version of the second world war, in which Sweden was an active participant.

 

How the game is played

The game is played over local area network, or over the internet. In order to play one player starts a session, and the other players join to the session, and choose a submarine to serve on. Each player mans a station on the submarine, and the players need to cooperate in order to control the ship.

The players can move around freely inside the submarine, and can also access the outer deck. Currently, the game only has one mission, but the finished product will have a full campaign, and player versus player game modes. The campaign will be divided into missions, each mission taking place during historical events of the second world war. The player versus player game modes will be objective based and will have their own levels.

Control room 

The control room holds the periscope, torpedo data computer and access to the upper deck and bridge.

 


Radio room


The radio room has the submarine’s electronic warfare equipment.

 

Engine room   

The submarine speed, bearing and depth is controlled from the engine room.

 

Map

The map is used to plan your route, and to navigate.

 


Project goals

The current version of the game has one 45x45 kilometer campaign level, featuring enemy destroyers and planes that communicate via radio. It is already possible to play the level cooperatively with several crews, controlling different submarines. Player versus player combat is already possible, but we have not implemented special game modes for it yet. The submarine’s position on the map is currently updated automatically, but we plan on having manual navigation up and running soon. The submarine’s AA-gun is already modeled, and will be added shortly.

The final version of the game, which will be implemented if this campaign is successful, will feature:

A complete campaign

The campaign will consist of missions taking place from 1939 to 1945. The missions will be story driven and based on real historical military events such as the German invasion of Norway, Finland’s winter war with the Soviet union and the sinking of Bismarck. The story will also feature famous historical figures in an alt-history setting and a custom in-game soundtrack available on radio and gramophone.

The missions will be set in various seasons and locations, with suitable weather conditions and a day/night cycle. Various ships and airplanes will be implemented according to nation and time period.

Objective based player versus player combat 

The player versus player mode will feature several different objective based game types, team based game modes, and computer controlled units. An example would be a game mode where one team wins if they manage to destroy several buildings on land, using their deck gun, and the other team wins if they manage to defend said buildings for the duration of the match. Another example would be a symmetrical game mode where each team attempts to destroy the other team's command ship. Friendly AI could be added, such as friendly airplanes that report enemy activity over the radio.

Stretch goals

If we manage to get more money than we need to develop the game, we would like to add support for virtual reality. We think that HMS Marulken would be a perfect game for VR, especially for the HTC Vive. The money would be spent on buying the headset and on development/testing.

Virtual reality Oculus rift: 215 000 Kr.
Virtual reality HTC Vive: 235 000 Kr.
The Team


The team making HMS Marulken consists of Oscar Wiberg and Einar Lundgren. Oscar and Einar studied game design together at the Department of Computer and System Sciences at Stockholm University.


Risks and challenges

We have been working on this project for more than a year now with no external funding. Working on this project have made it fairly clear to us what we can and cannot do. Our major obstacle is lack of funds. The second obstacle is that our game is still not greenlit on steam. This is likely easy to achieve if the campaign is successful. We will try to release for linux, but we have not yet tried building for it, which is why we haven’t promised linux support. Besides previously mentioned problems, our biggest challenge is likely usability, and communicating how the game is played.

Our development plan is roughly as follows:

Implement manual navigation.
Implement rudimentary player versus player mode.
Make a tutorial level.
Implement AA gun.
Create all ship and airplane models for the campaign.
Improve the enemy AI.
Build all levels for the campaign.
Make the UI more user friendly.
Implement proper player versus player modes.
Implement character models for player avatars.
Improve models, textures and effects.
« Last Edit: June 03, 2016, 06:13:07 PM by Don_prince »
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Offline Renders

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Re: HMS Marulken sub simulator KICKSTARTER LIVE
« Reply #1 on: June 05, 2016, 07:21:45 PM »
hei i want to try this with you guys... so let's build up a 4  man crew. I would like to be the radio room tech or engine tech.

Bridge/Captain
Bridge/Second/Fire Control
Engine
Radio Room/Cannon


« Last Edit: June 05, 2016, 11:42:16 PM by Renders »
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Offline Beef

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Re: HMS Marulken sub simulator KICKSTARTER LIVE
« Reply #2 on: June 06, 2016, 03:24:29 AM »
I downloaded the demo. Let's make it happen!
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Offline Don_prince

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Re: HMS Marulken sub simulator KICKSTARTER LIVE
« Reply #3 on: June 06, 2016, 10:58:45 AM »
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Offline Frankie

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Re: HMS Marulken sub simulator KICKSTARTER LIVE
« Reply #4 on: June 06, 2016, 11:06:37 AM »
Don_prince is king of sub sims!
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After the Dogs of War are let slip, let us smoke the Pipes Of Peace.

Offline Asid

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Re: HMS Marulken sub simulator KICKSTARTER LIVE
« Reply #5 on: June 06, 2016, 02:03:35 PM »
I downloaded the demo. Let's make it happen!

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I stand against Racism, Bigotry and Bullying

Offline Don_prince

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Re: HMS Marulken sub simulator UPDATE new direction
« Reply #6 on: June 22, 2016, 10:13:59 AM »
The kickstarter has been stopped,

From now on SUBSIM supports funding and manpower and other things to finish the game:

Dear backers!
We have some very important news. The game has been successfully funded, but not through Kickstarter. We have established a partnership with Subsim, one of the biggest submarine simulator communities.

After discussing with the Subsim community we have decided on some changes to the game that deviate somewhat from what we have promised in this kickstarter campaign. Because of this, we have decided to cancel this Kickstarter campaign. We don’t want to make any promises we don’t keep, so we feel that cancelling the campaign is the right thing to do.

The changes will not affect the game mechanics, but does affect the story and setting. We have decided to not make a alternative history game about Sweden, and instead make on a more realistic, German U-boat game. This decision will be a disappointment for some, and please others. This is why we have decided to cancel the Kickstarter and start off on a clean slate.

The new version of the game will have a new name, which will be revealed soon. It will feature co-op game play with dynamically generated missions. The players will man a type VII German U-boat.

For those of you that want early access, the game will be released as an early access game on Steam, when the new type VII U-boat interface is implemented.

Thank you so much for supporting us, and we hope that you will follow the development of the new project! Updates and details will be available on our facebookpage and also here:http://www.subsim.com/radioroom/forumdisplay.php?f=277

Best regards

Einar and Oscar
« Last Edit: June 22, 2016, 03:00:21 PM by Don_prince »
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Offline Don_prince

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Re: HMS Marulken sub simulator KICKSTARTER LIVE
« Reply #7 on: June 22, 2016, 03:05:35 PM »
By Onkel Neal: (http://www.subsim.com/radioroom/showthread.php?t=226631)

Quote
From the time I started Subsim, back in 1997, I have always dreamed of being part of the production of a multiplayer sub game. When Skvader Studios notified me back in Aug 2015 that they were working on a co-op sub game, I had a look and asked them to keep me posted on its progress. When they sent me the demo, and I had a chance to try it, I was really impressed. No, it's not Silent Hunter 5 (but it isn't finished either), but it had a real charm to it. There were concepts in the game design that appealed to me very much.

I immediately pledged the maximum amount. A few days later I raised the pledge another $100. The Kickstarter campaign rose slowly, too slowly to suit me. I reached out to the devs and offered a proposal; I would fund the development of the game for up to a year, including living expenses, hardware, software, and licenses, if they would agree to switching the base unit to a Type VII U-boat. And I am pleased to report that we came to an agreement.

The new game (name to be announced at a later date) will retain much of its original scope and flavor. We will try to retain the Swedish sub adventure, I am sure we can fit that in as a Special Mission. There will also be other Special Missions with designated objectives. There are some features to be added, others to be polished, but we will be careful not to overreach and jeopardize the project. . We want the game to do what it is made to do and do it very well, even on early release. And that is, to provide co-op and multi-sub dynamic convoy battles in the North Atlantic, Baltic, and North Sea.

We have a lot of work ahead of us. I will be moving to Sweden soon, I hope I can find some Dr Pepper there. I hope we can make this a community effort, your support and interest will be crucial. You've never let me down in the past, I have no doubt we will succeed and this could be the first step to a true U-boat/Escort/Convoy simulation. Wish us luck!

Good hunting!
Onkel Neal
SUBSIM
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