Sim:WTF: Difference between revisions

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


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

Revision as of 11:40, 30 September 2020

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

<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.

What is the Status?

It is not yet an alpha for a game.

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.
  • Large battles with multiple players aboard each ship
  • Voice-over-IP and expressive speech recognition are built in
  • Windows and Mac OS, at the least

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