Difference between revisions of "Sim:WTF"

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<video id="z6JRQauZvis" height="373" width="640" desc="Demo, August 2016" frame="true"/>  
 
<video id="z6JRQauZvis" height="373" width="640" desc="Demo, August 2016" frame="true"/>  
 
'''With the Fleet''' will be a massively-multiplayer naval simulation with a first-person perspective set in the period 1890-1925.  It is under active development and is currently in a demonstrable prototype form.
 
'''With the Fleet''' will be a massively-multiplayer naval simulation with a first-person perspective set in the period 1890-1925.  It is under active development and is currently in a demonstrable prototype form.
 
'''I would like to collaborate with talented 3D artists who are familiar with Unity3D.'''
 
  
 
==What is the Status?==
 
==What is the Status?==
  
I can demonstrate multiple player- and AI-actuated sailors walking the deck of a destroyer, using literal representations of the equipment on board and conversing via VOIP and speech recognition. That alone makes this unique.
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I can demonstrate multiple player- and AI-actuated sailors walking the deck of a destroyer, using the equipment on board and conversing via VOIP and speech recognition. Some of its particulars:
 
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There is a lot in place.
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* A global game running on a continuous basis is possible.
 
* A global game running on a continuous basis is possible.
* Super-scalable design: Ships are clients to the World, and Players are clients to their Ship.
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* A super-scalable architecture: large battles with multiple players aboard each ship
* Voice-over-IP is built in, and essential.  The player-sailors near you hear you &ndash; voicepipes and telephones to come.
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* Speech is foremost: voice-over-IP and expressive speech recognition are built in
* Speech recognition allows you to speak in expressive fashion to AI sailors.
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* Runs on Windows and Mac OS, initially
 
* Runs on Windows and Mac OS, initially
  
Anyone who feels they might be able to contribute artwork, coding, or other expertise are welcome to inquire to join a playtest.  I have no doubt you'd sign on.
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Anyone who feels they might be able to contribute artwork, coding, or other expertise are welcome to inquire to join a playtest.
  
 
==Design Principles==
 
==Design Principles==
These are my general beliefs.  They generally repudiate the design patterns of every other naval game.  While most are flexible, but they guide my decision-making.
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My design tenets repudiate those of pretty much every other naval game.
  
 
* each player is a sailor, not a ship
 
* each player is a sailor, not a ship
 
* you have a role &ndash; some players command others
 
* you have a role &ndash; some players command others
 
* you see from your sailor's eyes, not from a voyeuristic ship-orbiting camera
 
* you see from your sailor's eyes, not from a voyeuristic ship-orbiting camera
* there will be little neon of "HUDs"
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* there will no neon "HUDs" overlaying the screen
 
* you will feel like you belong to a "band of brothers"
 
* you will feel like you belong to a "band of brothers"
 
* you will learn something
 
* you will learn something

Revision as of 20:12, 29 September 2020

"Every successful video game is eventually reduced to an acronym in the popular lexicon."
—Tony Lovell
Demo, August 2016

With the Fleet will be a massively-multiplayer naval simulation with a first-person perspective set in the period 1890-1925. It is under active development and is currently in a demonstrable prototype form.

What is the Status?

I can demonstrate multiple player- and AI-actuated sailors walking the deck of a destroyer, using the equipment on board and conversing via VOIP and speech recognition. Some of its particulars:

  • A global game running on a continuous basis is possible.
  • A super-scalable architecture: large battles with multiple players aboard each ship
  • Speech is foremost: voice-over-IP and expressive speech recognition are built in
  • Runs on Windows and Mac OS, initially

Anyone who feels they might be able to contribute artwork, coding, or other expertise are welcome to inquire to join a playtest.

Design Principles

My design tenets repudiate those of pretty much every other naval game.

  • each player is a sailor, not a ship
  • you have a role – some players command others
  • you see from your sailor's eyes, not from a voyeuristic ship-orbiting camera
  • there will no neon "HUDs" overlaying the screen
  • you will feel like you belong to a "band of brothers"
  • you will learn something
  • the pace will be slow – the action will be momentous
  • submarines and aircraft are ancillary to the real fun

See Also