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stabiz
05-07-09, 05:47 AM
I found an article about the upcoming naval RTS. Its has been google translated:


BERGEN (Gamer.no): The Bergen-based studio Turbo Tape Games is working on his first major commercial game, "Naval War: Arctic Circle" - a real-time strategy game set in the North Atlantic in a not too distant future.

Spillselskapet count a crew of four men which aims to differentiate itself by taking modern sjøkrig on ramsalt seriously.

- We want marinegaster to recognize job's in the "Naval War". At the same time, you need not have been the Norwegian Naval Academy to play it. The most important thing is that it's fun, "says Jan Haugland, development leader in Turbo Tape Games to Gamer.no.

Small in Norway
Turbo Tape Games Gang will accept us in the office Pixel Park in Bergen. At first glance looks premises just a little jappete out, with glass walls, designer furniture, flat screens and pool tables. But it turns out to be living that is common to all the companies that stay here.

The office of the guys are a little larger than a medium bucket Kott, and exactly as Spartan, modest and charming as the seams on a small indie developer who blows a long march in the country they are at not just the longest and it tested traditions in the industry.

- We do not think that we are from Norway. Does this really something where you come from today? There are very many people in Norway, with high expertise in programming and 3D modeling, and many who are enthusiastic to work with the game, "said Haugland.

Not sci-fi
"Naval War: Arctic Circle" is Turbo Tape Games' first real Hjertebarn; a game that blends a team's passion for strategy and modern sjøkrig. The story of the "Naval War" is set in the year 2030, without there being a science fiction game of the reason.

- All units in the game's ships and aircraft that either exist today or are being planned today. We do not have laser cannons or futuristic super-weapons. The reason that we left the game in 2030 is that we will create a framework for plausibel game scenario. USA, for example, must be weaker than they are in reality today, while Russia needs to be stronger, and therefore we need that there has been a trend, "says Haugland.

- There is none of us who have worked in the Navy, we are just very, very interested. I have just a little bit like über geek-interest in modern sjøkrig. We will soon have a meeting with the defense, and we've already been on a tour of fregatten Roald Amundsen. The ones we have talked to are very enthusiastic, they can somehow, get questions about what they are doing. They are busy people, but they want to help us, "said Haugland.

Realism
Haug's interest in real-time strategy started with the "Sun Tzu: Ancient Art of War" and good, old "harpoon". He describes the idea behind the "Naval War" as an attempt to mix the harpoon, the real-time strategy and realism. Realism is not only a central point in the game's visual and conceptual design, but is also very important to the game mechanics.

- Most real-time strategy games available on the market is actually in real-time tactics game. Har man with warships, it is often talk about "tanks on the water." In the "Naval War", it's not about who has the most resources will win. Here you will get control over the navy, and you have to think a little differently, "explains Haugland.

He continues:

- The more we know about how these machines work, the more the game scenarios, we see for us. There are many realistic possibilities and limitations that makes room for interesting game situations and tactical options.

Must use radar
As an example Haugland pull up that one of the "Naval War", which in reality, do not have access to a "fog of war"-map that gives you an overview of the entire battlefield and all the devices that are involved in a gang.

- To obtain an overview of the "Naval War", you must use radar and sensor. But then, the signal must first hit your opponent and then to return to you, and if your opponent picks up the signal, he will see you twice as fast as you can see him. So you have to constantly consider how to go forward to obtain an overview without giving away one's own position. To remain hidden is absolutely essential in the "Naval War," says Haugland.

How to dispose of munitions will also be important. A large warships will not run out of ammunition for machine guns, but anti-ship missiles will be limited. Aircraft will have very limited ammunition, and they need land to fill in with rockets and fuel.

- This allows for example, room for tactics and dupes. You can pretend that you are attacking with aircraft, and the enemy must send its aircraft to protect the ship. But instead of attacking the country you might be again, and then send off the actual attack while the enemy is busy to come and fill in their own aircraft.

Assuming indie
Naval War comes first and foremost to be about multiplayer part, believes Haugland.

- Playing against the computer is going to be a good experience, but I do not think people can expect quite ingenious artificial intelligence. Our main emphasis is on multiplayer. NOK Enspiller section will be more of a training component so that players can familiarize themselves with the game.

Earlier this year got Turbo Tape Games one million dollars in the state of the Norwegian Film Fund. The company originally planned to create a "prototype", about which disc is the industry's demo tape, and fishing for catch with a publisher, but the rates in place to be completely independent.

- We have decided that we are indie and the indie. We are going to release a 1.0-version to begin with. It will in itself be stylish, but also give us the opportunity to provide more content for each. We also hope that "moddere" Naval War will find interesting. We believe and hope that some enthusiasts will find that they can make things they had not even dreamed of in this game, and we of course welcome, "said Haugland.

Drømme date set
Turbo Tape Games will not go out with a date for when the results will be released on the market, but on the question of whether we are talking about three months or three years responding development manager Jan Haugland:

- We have a kind of internal "dream date" for when we want to be finished. It will not go out with, but we may well say that a company that our not afford to be running for years without a finished product.

You can follow along with the Naval War: Arctic Circle on the official site. This article is provided by Gamer.no.