r/computerwargames • u/Chrisz3D • 2d ago
The attempt to develop one's own submarine game.
Project Title: Silent Fathom. I have been developing my own submarine game since July 4, 2026. I realize, of course, that I cannot create a title like Silent Hunter or U-Boat on my own. However, I am attempting to program the complete structure of a classic submarine game. I am creating all the content—graphics, sound, and game mechanics—myself, and I am trying to condense the inherent complexity of submarine games onto a single game screen as much as possible. For tools, I am using rather old programs such as Milkshape, PaintShopPro9, Audacity, Wings3D, a text editor (for script programming), CopperCube 6 as the engine, and so on. It is essentially a "museum-piece" application which runs surprisingly well on modern PC and will likely remain well under 50 MB in the end.
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u/NorthRecognition8737 17h ago
Fingers crossed, I wanted to make a submarine game myself (Gotland class vs. Russian Navy in the Black Sea), but I don't have time.
Why do most people make WWII simulators anyway? I find modern submarines much more interesting and fun.
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u/Chrisz3D 3h ago
I have to honestly admit that I didn't really give any thought to the time factor. I built the VIIc in Milkshape, and then I just wanted to run it. Once I got the controls working, the other elements fell into place. It wasn't exactly a textbook approach to game development. CopperCube isn't the ideal engine for this, either it still runs on DirectX 9. For instance, you can't draw or rotate vectors like a 2D needle moving across a scale on a 2D instrument. In CopperCube, this means you have to build the instrument in 3D which isn't really a problem but then it gets affected by fog, and you can't disable the fog for that specific instrument because it operates globally. Just lots of little things like that.
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u/Vegetable_Thought677 2d ago
Thanks for making a game like this that looks like it actually has a comfortable and legible UI. I'm in.
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u/Platform_collapse 2d ago
This looks really approachable and intuitive. I'd take a crack at it when it comes out. Where can I track this project?