Sim:WTF: Difference between revisions

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<div style="padding-top: 0; padding-bottom: 0; padding-left: 5em; padding-right: 10em; text-align: left; color: gray; ">"Every successful video game is eventually reduced to an acronym in the popular lexicon."</div>
<div style="padding-top: 0; padding-bottom: 0; padding-left: 5em; padding-right: 10em; text-align: left; color: gray; ">"Every successful video game is eventually reduced to an acronym in the popular lexicon."</div>
<div style="padding-top: 0; padding-bottom: 1em; padding-left: 10em; padding-right: 10em; text-align: right; color: gray; ">—Tony Lovell</div>
<div style="padding-top: 0; padding-bottom: 1em; padding-left: 10em; padding-right: 10em; text-align: right; color: gray; ">—Tony Lovell</div>
[[File:WTF_SearchlightNov2020.jpg|thumb|right|600px|A destroyer is caught in a searchlight]]
'''With the Fleet''' is a first-person WW1 naval simulation.  It is very social, very realistic and quite literal:


<video id="z6JRQauZvis" height="373" width="640" desc="Demo, August 2016" frame="true"/>
* No orbiting cameras &ndash; players use their eyeballs
'''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.
* No typing chat &ndash; players talk to each other
 
* No ships devoid of humanity &ndash; dozens of AI- and player-sailors work together on each ship
'''I would like to collaborate with talented 3D artists who are familiar with Unity3D.'''
* No HUDs or GUI busyboxes &ndash; players manipulate the 3D equipment of their ship in the most literal way that is still pragmatic


==What is the Status?==
==What is the Status?==
Recent Windows and MacOS 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 literal representations of the equipment on board and conversing via VOIP and speech recognition. That alone makes this unique.  This networked experience occurs on an architecture designed to permit large scale battles with a thousand players across a hundred ships.  It can run on Windows and MacOS, with other platforms being possible.
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.  I have no doubt you'd sign on.
==Design Principles==
 
<video id="3mVpFVNef78" height="373" width="640" desc="Demo, August 2020" frame="true"/>
I have done a lot, but find I am constrained by my status as a nearly one-man shopYour skills may be just the ones I need to push this along.
'''With the Fleet''' will be a massively-multiplayer naval simulation with a first-person perspective set in the period 1890-1925It is under active development and is currently in a demonstrable prototype form.


==Design Principles==
My design tenets repudiate those of pretty much every other naval game.
These are my general beliefs.  Most are flexible, and some clearly written as a reversal of but they guide my decision-making.


* each player is a sailor, not a ship
* each player is a sailor, not a ship
* you have a role &ndash; not every player is a peer
* 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"
* 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
* the pace will be slow &ndash; the action will be momentous
* the pace will be slow &ndash; the action will be momentous
 
* submarines and aircraft are ancillary to the real fun
==Bragging Points==
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!
 
* a global game is possible.  Ship positions are handled as 64 bit floating point values.
* super-scalable networking.  The ships are clients to a world server.  Players are clients to ship nodes.
* Voice-over-IP is built in, and treated literally.  The player-sailors near you hear you &ndash; voicepipes and telephones to come
* Speech recognition support to allow you to speak in expressive fashion to AI sailors


==See Also==
==See Also==
{{refbegin}}
{{refbegin}}
* [[Sim:WTF/Player_Client|Cheat sheet for playtesting]]
* [[Sim:WTF/Blog|Developer's Blog]]
* [[Sim:WTF/Blog|Developer's Blog]]
* [https://www.youtube.com/playlist?list=PL3UIaMpy31AFn8H1z4IDXMEsY1oYhyiYw Youtube Playlist of Development videos]
* [https://www.youtube.com/playlist?list=PL3UIaMpy31AFn8H1z4IDXMEsY1oYhyiYw Youtube Playlist of Development videos]
* [[Sim:FAI|Videos of Fleet Action Imminent]], the "prequel"
* [[Sim:FAI|Videos of Fleet Action Imminent]], the single-player "prequel", which was broader in scope
* [https://join.slack.com/t/navalsimsonunity/shared_invite/enQtNTIzODY1MTM3MDYwLWJlYjg5NDA1MWI5MTI2YmQzOTA4OTllNjkwNmU4ZDgwMjM0Yjg1ZDY4NjU5NTMyMjVmYWZiZDk3YjA1N2M3MGY Slack for people developing Naval sims on Unity3D]
<!--* [https://join.slack.com/t/navalsimsonunity/shared_invite/enQtNTIzODY1MTM3MDYwLWJlYjg5NDA1MWI5MTI2YmQzOTA4OTllNjkwNmU4ZDgwMjM0Yjg1ZDY4NjU5NTMyMjVmYWZiZDk3YjA1N2M3MGY Slack for people developing Naval sims on Unity3D] -->
{{refend}}
{{refend}}

Latest revision as of 18:01, 17 November 2022

"Every successful video game is eventually reduced to an acronym in the popular lexicon."
—Tony Lovell
A destroyer is caught in a searchlight

With the Fleet is a first-person WW1 naval simulation. It is very social, very realistic and quite literal:

  • No orbiting cameras – players use their eyeballs
  • No typing chat – players talk to each other
  • No ships devoid of humanity – dozens of AI- and player-sailors work together on each ship
  • No HUDs or GUI busyboxes – players manipulate the 3D equipment of their ship in the most literal way that is still pragmatic

What is the Status?

Recent Windows and MacOS 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

<video id="3mVpFVNef78" height="373" width="640" desc="Demo, August 2020" 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.

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