HMS MarulkenDownload the demo here:
http://hmsmarulken.se/Support the Kickstarter here:
https://www.kickstarter.com/projects/1655728789/hms-marulken-rebootSteam greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=501529353In order to play multiplayer you will need a vpn as Evolve or Hamachi.
http://hmsmarulken.se/HowToJoin.htmlThe 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.
SettingThe 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.
MapThe map is used to plan your route, and to navigate.
Project goalsThe 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 goalsIf 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 challengesWe 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.