Difference between revisions of "Sim:WTF"

From The Dreadnought Project
Jump to: navigation, search
(Design Principles)
Line 9: Line 9:
 
==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. This networked experience occurs on an architecture designed to permit large scale battles with a thousand players across a hundred shipsIt can run on Windows and MacOS, with other platforms being possible.   
+
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.
 +
 
 +
There is a lot in place.
 +
 
 +
* a global game is possibleShip positions are handled as 64 bit floating point values.
 +
* Super-scalable design:  Ships are clients to the World, and Players are clients to their Ship.
 +
* Voice-over-IP is built in, and essentialThe player-sailors near you hear you – voicepipes and telephones to come.
 +
* Speech recognition allows you to speak in expressive fashion to AI sailors.
 +
* 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.  I have no doubt you'd sign on.
Line 17: Line 25:
  
 
* each player is a sailor, not a ship
 
* each player is a sailor, not a ship
* you have a role – not every player is a peer
+
* you have a role – 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 be little neon of "HUDs"
Line 24: Line 32:
 
* the pace will be slow – the action will be momentous
 
* the pace will be slow – the action will be momentous
 
* submarines and aircraft are ancillary to the real fun
 
* submarines and aircraft are ancillary to the real fun
 
==Bragging Points==
 
There is a lot in place.
 
 
* a global game is possible.  Ship positions are handled as 64 bit floating point values.
 
* Super-scalable design:  Ships are clients to the World, and Players are clients to their Ship.
 
* Voice-over-IP is built in, and essential.  The player-sailors near you hear you – voicepipes and telephones to come.
 
* Speech recognition allows you to speak in expressive fashion to AI sailors.
 
  
 
==See Also==
 
==See Also==

Revision as of 19:58, 29 September 2020

"Every successful video game is eventually reduced to an acronym in the popular lexicon."
—Tony Lovell
Demo, August 2016

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?

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.

There is a lot in place.

  • a global game is possible. Ship positions are handled as 64 bit floating point values.
  • Super-scalable design: Ships are clients to the World, and Players are clients to their Ship.
  • Voice-over-IP is built in, and essential. The player-sailors near you hear you – voicepipes and telephones to come.
  • Speech recognition allows you to speak in expressive fashion to AI sailors.
  • 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.

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.

  • 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 be little neon of "HUDs"
  • 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