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 | * 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 11:40, 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
- Developer's Blog
- Youtube Playlist of Development videos
- Videos of Fleet Action Imminent, the "prequel"
- Slack for people developing Naval sims on Unity3D