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I've seen quite a few simming discussions on HN, so thought some of you might like this - I've created a map-centered, tactical submarine simulator and it's been a blast to make.I grew up playing Silent Service II on Atari ST with my dad, then got into Silent Hunter IV in the 2000s, and most recently have been loving the more recent UBoat. In each case, the part I always enjoy the most is the plotting and charting aspect - essentially beating uncertain estimates with geometry.So I decided to see how far I could get making my own sim that focused nearly entirely on that aspect. You listen on the hydrophone, estimate course and speed, identify ships through the periscope to get the mast height, use a working stadimeter for range estimates, and then try to build a good enough firing solution before getting discovered and hunted by any escorts.Things I'm particularly proud of are the working stadimeter, the dynamic music (Holst Mars stings when your torpedo is nearing a ship), and pretty intelligent destroyer logic. I've found great reference materials online and have modeled several of the gauges directly after actual submarine instruments.Tech-wise it’s a Vite/TypeScript app which enables me to offer the whole free version of the app as a browser version.The Steam page is here => https://store.steampowered.com/app/4705650The landing page is here => https://silentshark.appI plan on releasing a full version soonish, including a WWII campaign with progression, patrol zones, and much more on Steam (PC, Mac, Linux/Steam Deck), App Store (iPhone, iPad, Mac), and Play Store (Android).Would highly appreciate any feedback anyone has!
Comments (2)
Submarine sims always seem cooler in theory than practice, usually drowning you in gauges before you've even left port. The map-centered approach could actually make it playable for mortals, assuming the tactical depth is still there. Curious how it handles the tension when you're being depth-charged though. 🤔
cool, been wanting something to scratch the silent hunter itch. what's the stack here, custom engine or unity/godot? the map-centric approach is an interesting choice but kinda seems like it'd lose the tension of periscope depth attacks. also wondering how you're handling convoy AI and detection mechanics at that zoom level, that's usually where subsims either click or fall apart
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