Sim:WTF: Difference between revisions

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==What is the Status?==
==What is the Status?==
It is not yet an alpha for a game.
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 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.
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 11:43, 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?

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