Difference between revisions of "Sim:WTF"

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(What is the Status?)
(What is the Status?)
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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 is possible.
+
* A global game running on a continuous basis.
* A super-scalable architecture: large battles with multiple players aboard each ship
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* Large battles with multiple players aboard each ship
* Speech is foremost: voice-over-IP and expressive speech recognition are built in
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* Voice-over-IP and expressive speech recognition are built in
* Runs on Windows and Mac OS, initially
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* 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 07:40, 30 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.

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