Difference between revisions of "Sim:WTF"

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(Bragging Points)
(What is the Status?)
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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?==
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Recent Windows and Mac OS playtests 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.  Development continues toward creating a global game continuously running and able to support large battles with multiple players aboard each ship.
  
I have modeled an ''Acheron''-class destroyer and demonstrated VOIP, speech recognition, and networked play on an architecture that will permit large scale battles with a thousand players across a hundred ships.  It is coded in C# on Unity3D, which permits solid end-user builds on Windows and MacOS.  The 4-in gun and torpedoes work.  Progress is slow at the best of time, but we are at a point where occasional play-tests occur.
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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.
 
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My immediate goal is to make the destroyer more richly functional, and to demonstrate the basic gameplay premise more fully so that I can use the app to seek funding to complete a first edition software title.  I have done a lot, but have much more ground to cover.
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==Design Principles==
 
==Design Principles==
These are my general beliefs.  Most are flexible, and some clearly written as a reversal of but they guide my decision-making.
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My design tenets repudiate those of pretty much every other naval game.
  
* the pace will be slow &ndash; action will be momentous
 
 
* each player is a sailor, not a ship
 
* each player is a sailor, not a ship
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* 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
* scant neon
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* there will no neon "HUDs" overlaying the screen
* you will feel like part of a "band of brothers"
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* you will feel like you belong to a "band of brothers"
 
* you will learn something
 
* you will learn something
 
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* the pace will be slow &ndash; the action will be momentous
==Bragging Points==
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* submarines and aircraft are ancillary to the real fun
There is a lot in place.  What can be achieved from this basis depends largely on the contributions of talented modelers, artists and coders.  Chat me up!
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* a global game is possible.  Ship positions are handled as 64 bit floating point values.
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* super-scalable networking.  The ships are clients to a world server.  Players are clients to ship nodes.
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* Voice-over-IP is built in, and treated literally.  The player-sailors near you hear you &ndash; voicepipes and telephones to come
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* Speech recognition support to allow you to speak in expressive fashion to AI sailors
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==See Also==
 
==See Also==

Revision as of 07:43, 30 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?

Recent Windows and Mac OS playtests 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. Development continues toward creating a global game continuously running and able to support large battles with multiple players aboard each ship.

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