Sim:WTF: Difference between revisions
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They will find themselves aboard a ship, able to walk the decks, use fairly literal representations of the weapons, searchlights, helms, etc, and converse with other sailors, whether they are player- or AI-actuated – voice-over-IP and speech recogition will see to it that "the other guy" knows what you are saying. | They will find themselves aboard a ship, able to walk the decks, use fairly literal representations of the weapons, searchlights, helms, etc, and converse with other sailors, whether they are player- or AI-actuated – voice-over-IP and speech recogition will see to it that "the other guy" knows what you are saying. | ||
The pace of the action will be measured and methodical, promoting opportunities for socialization and drill with your crewmates. When they occur, battles will be memorable. | The pace of the action will be measured and methodical, promoting opportunities for socialization and drill with your crewmates. When they occur, battles will be memorable in a way that the frenetic lather-rinse-repeat pattern of most games could never permit. | ||
Unlike other naval games and sims, your means of controlling the ships and formations will be limited and literal. You are not a ship, or a fleet. You are a sailor or officer. Only those people who can hear your voice (whether directly so, or via a convenient voice-pipe), read your flag hoist, or copy your wireless transmission will be able to act upon the information. Their own communications and actions will spell out the results from there. No control panels, no chat channels, no roving mouselook camera over your formation, and no jumping between ships or acting on information not realistically available to you. While it is impossible to guarantee complete delivery on the vision, that is | Unlike other naval games and sims, your means of controlling the ships and formations will be limited and literal. You are not a ship, or a fleet. You are a sailor or officer. Only those people who can hear your voice (whether directly so, or via a convenient voice-pipe), read your flag hoist, or copy your wireless transmission will be able to act upon the information. Their own communications and actions will spell out the results from there. No control panels, no chat channels, no roving mouselook camera over your formation, and no jumping between ships or acting on information not realistically available to you. While it is impossible to guarantee complete delivery on the vision, that is my intent. | ||
==What is the Status?== | ==What is the Status?== |
Revision as of 02:52, 16 January 2019
<video id="z6JRQauZvis" height="373" width="640" desc="Demo, August 2016" frame="true"/> With the Fleet (so-named because every successful game is eventually made into an acronym) is to be a massively-multiplayer naval simulation.
What it Will Be
With the Fleet will be a continuously-running massively multiplayer naval simulation in which players are the officers and men of the navies of the Dreadnought Era.
They will find themselves aboard a ship, able to walk the decks, use fairly literal representations of the weapons, searchlights, helms, etc, and converse with other sailors, whether they are player- or AI-actuated – voice-over-IP and speech recogition will see to it that "the other guy" knows what you are saying.
The pace of the action will be measured and methodical, promoting opportunities for socialization and drill with your crewmates. When they occur, battles will be memorable in a way that the frenetic lather-rinse-repeat pattern of most games could never permit.
Unlike other naval games and sims, your means of controlling the ships and formations will be limited and literal. You are not a ship, or a fleet. You are a sailor or officer. Only those people who can hear your voice (whether directly so, or via a convenient voice-pipe), read your flag hoist, or copy your wireless transmission will be able to act upon the information. Their own communications and actions will spell out the results from there. No control panels, no chat channels, no roving mouselook camera over your formation, and no jumping between ships or acting on information not realistically available to you. While it is impossible to guarantee complete delivery on the vision, that is my intent.
What is the Status?
See our Blog for more information, but the quick take is presently that we have modeled one unarmed destroyer coarsely and demonstrated VOIP, speech recognition, and networked play on an architecture that should permit large scale battles. I am progressing slowly, and need artists and talented coders to join me.
My immediate intent is to make the destroyer more fully functional, and to demonstrate the basic premise more fully before seeking funding to complete a first edition software title.
See Also