Sim:WTF: Difference between revisions

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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?==


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.
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:
 
There is a lot in place.


* A global game running on a continuous basis is possible.
* A global game running on a continuous basis is possible.
* Super-scalable design: Ships are clients to the World, and Players are clients to their Ship.
* A super-scalable architecture: large battles with multiple players aboard each ship
* Voice-over-IP is built in, and essential.  The player-sailors near you hear you &ndash; voicepipes and telephones to come.
* Speech is foremost: voice-over-IP and expressive speech recognition are built in
* Speech recognition allows you to speak in expressive fashion to AI sailors.
* Runs on Windows and Mac OS, initially
* Runs on Windows and Mac OS, initially


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


==Design Principles==
==Design Principles==
These are my general beliefs.  They generally repudiate the design patterns of every other naval game.  While most are flexible, but they guide my decision-making.
My design tenets repudiate those of pretty much every other naval game.


* each player is a sailor, not a ship
* each player is a sailor, not a ship
* you have a role &ndash; some players command others
* 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

Revision as of 00:12, 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?

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 super-scalable architecture: large battles with multiple players aboard each ship
  • Speech is foremost: voice-over-IP and expressive speech recognition are built in
  • Runs on Windows and Mac OS, initially

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