Well, tomorrow “Silent Hunter iPhone” will be released!
That makes me feel totally pwned - and this is the reason:
For the last year I developed almost 24/7 my own submarine simulator for the iPhone: WOTA - Wolves of the Atlantic
There was ABSOLUTELY NO GAME LIKE THIS ON THE APPSTORE (you all know what that means a 99.999% chance for the big win)
My only fear was that Ubisoft could someday release SH for iPhone… and now, one year later I get smashed into the face by Murphys Law! They really release it
Anyway I hope mine will be better - main reason: I hate ARCADE
I’m frustrated so it’s time to make some of my work public:
That’s a bummer, but it might turn well in your favor if their port is crummy. Your graphics look really nice, and hopefully you have some great gameplay ideas. If it’s good enough, Apple could feature them side-by-side when they do “Best Submarine Games” promos. And even if your game doesn’t have the bells whistles from a AAA-developer, you can always undercut them in price.
We’re sort of in the same boat with our project which we’ve developed for 6+ months. Our genre is space trading/combat. There is a well-known publisher who will likely release their game after GDC (Game Dev Conference). We’re trying to get an alpha-demo out now so we can show people our work and start generating buzz. You might want to do the same at places at TouchArcade in their upcoming iPhone/iPod games forum:
Just have screenshots and ideally a gameplay video posted in your message.
There’s also one huge benefit you have that a big developer doesn’t: You can listen to your fans/players and implement changes within days. I’ve seen indie devs do this frequently at Touch Arcade.
WOTA looks sweet. I can dig where you’re coming from RE the Ubisoft release, but it might work in your favor by raising interest in this type of game. Especially if folks like yours as well or better!
Anyway, here’s hoping your hard work is rewarded with tons of sales!
Yes I’m promoting it a bit in some of the Forums while Silent Hunter comes out, i think this is the right moment - and this way I don’t feel lost
Funy thing is the first reply on subsims.com came from someone of the Ubisoft Romania’s Silent Hunter Team :lol:
I’ve got nice replies on the submarine related (non iPhone) forums - some people said they never thought they would want to buy an iPhone but now they want one because of my game
This is the eternal danger. My first project (Cocos2D ObjC) has been in limbo for the best part of a year(!) as I’ve been struggling to source GFX for it – I cack myself (thankfully only metaphorically) every time a new app hits the store with a vaguely similar description so you have my heartfelt sympathies.
I agree with EricJ, though, in that you might well benefit from Ubisoft raising the profile of the genre.
There was an australian company who released a game called Trainz, their entire marketing ploy was to put it next to Microsoft Train Simulator on shelves at half the price.
I recommend to publish your game in 1-2 month AFTER the Silent Hunter game release, you’ll be able to pick up players who are done with it and crave for more.
The problem is, that equates to 60 days without any money coming in. What you would do is release it immediately but really only push it 2 months after
Secondly, as an indie developer, you have the ability to adapt much faster than a group of developers who have to work through the “red tape” to get things done. With updates, you can continue to improve the game much faster than a larger company can (in theory).
have you seen the management at some of these game companies?
:lol:
besides, if you make a good product, people will eventually gravitate toward it.
First of all, congratulations! That’s fantastic work, iPhone or not!
Based on what I’ve seen, I don’t think you’ve got much in the way of cross-over with Silent Hunter, other than theme. They’ve got some views that might play like yours, but you’ve got a real simulator, and they’ve got, what looks like, a simple arcade game with options.
Hmm, well, the wait is over for UbiSoft they’re out today:
Again, based on your video, and their screen shots, you may attract the same players, but you’ll land some dedicated fans! BTW, your game will ROCK on a iPad!!!
Don’t be hard on yourself, I checked out their game, and you are offering something different. If there’s one thing i noticed it’s the realism and attention to detail in your game, i’m sure that isn’t as present in your competition. What you need to realize is with this type of game thats what people are looking for. Most people into these types of games are very technical people, and they like a good level of control which your game seems to provide. Just space your release accordingly and i’m sure this game will do fine, good job.
I improved the water (real waves) and added a floating system based on the water surface.
No Sky, no wakes/foam and no far distant waves in this video. Camera is “mounted” on another submarine.
I directly filmed the iPad screen with my iPhone. It runs at awesome 58-60 fps.
Chin up mate, I really think its going to help not hinder sales.
How many people search for submarine simulators? Not many I would think.
But now UbiSoft will throw lots of money in to the advertising; they will probably get quite a few sales. However they will also be interesting people in the genre. Driving people who like the game to look for similar things. Driving people who thought the game was lacking to try something different.
I am buying your game when it comes out. I am a fan of the genre, and Ubisoft’s Silent Hunter III (PC) sank an expensive DVD burner of mine with their Starforce DRM bullsh*t! Your screens and art look awesome; I’m looking forward to seeing the finished product. And maybe a tip or two on buoyancy collision detection.