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-   -   Command Of The Sea - Development Log (https://www.subsim.com/radioroom/showthread.php?t=237214)

CommandOfTheSea 04-12-18 08:22 AM

Command Of The Sea - WW2 Capital Ships Simulation
 
https://www.commandofthesea.com/imag...ples_w1400.png



Hi everybody!

after 2 years of work on our game Command Of The Sea we're finally ready to release the first screenshots & information to the public!

Key Points of the Game:
- Historically accurate simulation of naval warfare during World War 2
- Global Open World (~360 000 000 km²)
- First Person Gameplay & walkable ships
- Under development
- Crowdfunding



https://www.commandofthesea.com/imag...humbButton.jpg



Details:

1.1 Whole Earth Open World
At first, we’d like to create a digital copy of the whole earth (well, only the oceans and the coastal areas) as a gameplay area. We’ve developed a way to achieve that, and if you take a look at our Screenshots you’ll see that we’ve already been able to reproduce locations of the world with an accuracy of a few meters!

https://www.commandofthesea.com/imag...ning_w1400.png



1.2 First Person Gameplay

Then we’d like to be able to command our own ship, and as a player we’d like to be able to interact with our ship from a First Person View, we’d like to be able to walk on the deck, we’d like to be able to command the ship from the bridge, to enter the machine room and to take a good read in our cabin. We’ll start with a Battleship of the Bismarck Class, and add more playable ships as our community supports this.
In a distant future, we even want to make the game playable with a VR Headset.

https://www.commandofthesea.com/imag...rson_w1400.png



1.3 Dynamic Weather
Further, we’d like to have a realistic dynamic weather system with low hanging clouds, fog, rain and snow. This is especially important for the time before Radar (or FuMO/RDF) became so dominant in naval warfare. Back then visual sight was mandatory for any engagement on the enemy.

https://www.commandofthesea.com/imag..._Fog_w1400.png



1.4 Celestial Navigation
Additionally we’d like to simulate a correct day cycle, moon phases and star movement for any place on the earth, at any given time between 1939 and 1945. This will allow celestial navigation, so if provided with a sextant & a watch the player will be able to determine his position by the stars (or the sun). The technical problems for this milestone are also solved already

https://www.commandofthesea.com/imag...land_w1400.png



2. State of Development:

We’ve started to work on this game in early 2016. Since then we’ve heavily focused on solving the most obvious technical problems, to determine if it’s even possible to build this game of our dreams.
As you can see we’ve come a long way since then, and about 95% of the most difficult problems are solved. We’ve built a small (~100 000 km²) digital copy of the world, covering Spitsbergen, Norway, Germany, Italy, parts of Africa and Antarctica. We’ve created a reproduction of Sun, Moon & Star movements between 1939 and 1945, we’ve created a playable & walkable Ship (Tirpitz), we’ve created primitive, self-navigating AI Ships and a visual sensor for AI Players and we have a primitive weather & ocean system. So we’re confident now that this project is doable if we get enough support from you and our community ��


3. Next Milestone -> Tech Demo:

Our next milestone would be the development of a playable tech demo. As described above we’ve solved most technical problems, now a lot of time expensive grunt work needs to be completed to release a Tech Demo version of the game that’s actually fun to play.
This Tech Demo shall include:
– an Open World covering 250 000 km² around Norway, the North Sea, Great Britain, Germany and the Bay of Biscay
– a first playable & semi-walkable version of Bismarck
– one or more AI opponent that’s capable to challenge Bismarck


4. Further Roadmap:

4.1 Pre-Alpha
Once the Tech Demo is working we’ll start working on a Pre-Alpha version of the game. In this Pre-Alpha we’ll include a bigger playable Open World, more AI warships, AI merchant ships, an improved dynamic weather system, a basic NPC crew of seamen & officers for our player ship, first harbor buildings and AI airplanes for reconnaissance & attack

4.2 Alpha, Beta:
In the following game versions we’ll continue to expand the playable Open World, add more AI ships & planes and more harbor buildings.

4.3 Game Release:
The first release of the game should include the whole North & South Atlantik as playable Open World, and a reasonable number of AI warships, merchant ships & planes to provide a good & entertaining gaming experience.

4.4 Further Releases:
For further releases we’d like to expand into the Pacific Theater, with the US Navy Pacific Fleet and the Japanese Imperial Navy. That will also include Aircraft Carriers.
We’d also like to create playable submarines, especially for the German side of the game, commercial surface Raiders (like Atlantis & Thor) a VR game mode, and multiplayer options.
We consider this game as an ongoing project, and hopefully we’re able to create a large enough community to support & fund for the years to come!


Thanks for your Support! :Kaleun_Salute:

CommandOfTheSea 04-12-18 08:23 AM

Update August 17th, 2018:
Our Tech Demo is ready to be released! -> Download
Please take note that it only offers very basic gameplay at the moment.
To be eligible to play you need to be a Sponsor/Patreon of our Game, and you need to register for a Player Account too https://static.xx.fbcdn.net/images/e...1/16/1f642.png



By the way we are a crowdfunding project, so it would be great if you could support us on Patreon.com, even $1 would help to speed things up a bit! :)

https://www.commandofthesea.com/imag...v2_400x212.png


It would also be great if you could help us by sharing our posts on Facebook / Twitter and Instagram
The more people we are the faster we'll be able to achieve results :)

Oh yeah, and finally our own website -> CommandOfTheSea.com

CommandOfTheSea 04-24-18 11:35 AM

For promotion purposes we've created a little hypothetic scenario where Tirpitz is taking a short trip from Gotenhafen to Oslo/Norway in January 1942 :)

Tirpitz passing Hela Peninsula, medium fog
06:40 in the morning, January 12th, 1942
(State of Development February 13th, 2018)
https://www.commandofthesea.com/imag...0640_w1400.jpg


Map position Hela Peninsula
https://www.commandofthesea.com/imag...0640_w1400.jpg

CommandOfTheSea 05-31-18 02:53 PM

https://www.commandofthesea.com/imag...Oslo_w1400.jpg

Our latest Version 2018-05-27 is almost ready. During the last weeks we've made parts of Tirpitz walkable for the player, added some basic sound effects, improved our sunsets, added a little AI-Ship (visible in the left-foreground) and implemented a lot of smaller tweaks to get closer to a playable demo for you guys! https://static.xx.fbcdn.net/images/e...1/16/1f642.png

con20or 06-05-18 05:36 AM

looking good - nice models!

CommandOfTheSea 06-06-18 04:13 AM

Quote:

Originally Posted by con20or (Post 2556093)
looking good - nice models!

Thanks, even though Tirpitz is missing a lot of details at the moment, like her medium artillery, or her AA-Guns :)

CommandOfTheSea 06-09-18 12:16 PM

Our first Video is ready!
Unfortunately this time without audio commentary, cause we're still waiting for some better equipment to setup our little "studio". But I hope you still enjoy it :)

https://www.commandofthesea.com/imag...ideo_Thumb.jpg

CommandOfTheSea 07-13-18 05:21 AM

Development Log 26.6.-13.7.18

To keep you guys a bit more informed and updated about our ongoing work we've decided to share our internal "Development Log" with you in a simplified form.
Although it might be a bit boring to read sometimes, it'll provide you with more inside information about our progress :)

Actually we're working on our Demo Version to get it ready for release, during the last 3 weeks we've completed the following tasks:
- added blocking volumes to our ingame landscape, to avoid that players reach unfinished areas.
- corrected some graphic errors in our landscape.
- finished adding some variables for "Mercator Projection" for our WorldMap.
- improved textures & materials for a more realistic look of wake & deadwater behind ships.
- tested influence of swell on Tirpitz's ability to hold a straight course.
- added three preset for graphic settings, to allow lower settings for weaker machines.
- created Tutorial that launches at first game start.
- tested compression & encryption of game files for less HD usage.
- fixed a huge and difficult bug within calculations for EarthCurvature (took us more than a week)

CommandOfTheSea 07-29-18 10:07 AM

Player Account Bug fix
 
We've fixed a major bug in our Player Account today.
For our upcoming Demo Version release we ask all contributors, sponsors & patreons to update their Player Accounts with their PayPal or Patreon Emails, to enable us to assign your rewards to your accounts :)


Player Account Login -> https://www.commandofthesea.com/play...ount/login.php

CommandOfTheSea 08-17-18 02:55 PM

Our Tech Demo is ready to be released! -> Download
Please take note that it only offers very basic gameplay at the moment.
To be eligible to play you need to be a Sponsor/Patreon of our Game, and you need to register for a Player Account too https://static.xx.fbcdn.net/images/e...1/16/1f642.png

CommandOfTheSea 09-18-18 11:25 AM

Development Log 21.8.18 - 18.9.18
 
After the release of our actual Development Version as a playable Demo Version in late August (see https://www.commandofthesea.com/installation/) we’ve focused on the development of a realistic Armor Penetration Model.

It was more difficult than expected, but the results so far look very promising, at least promising enough to affirm that we’re on the right way! :)


Next step will be some polishing of the textures, and the addition of particle effects (smoke, debris), and then the first tests with a real ship.....

bracer 09-19-18 05:52 AM

Very cool project!

What are you counting in into the penetration model?
What do you mean, test with a real ship?

Cheers!

Oubaas 09-19-18 12:25 PM

Watching with anticipation. I'll be interested in this one.



:Kaleun_Salute:

CommandOfTheSea 09-20-18 03:36 AM

Quote:

Originally Posted by bracer (Post 2569287)
Very cool project!

What are you counting in into the penetration model?
What do you mean, test with a real ship?

Cheers!

The armor penetration model we've created so far has only been tested with single or multiple homogeneous 20cm steel plates. Either one plate arranged after each other or built up in "boxes" with various angles to simulate the internal structure of a ship.

Now we want to implement the whole system on our in-game ship Tirpitz, theoretically that shouldn't be too much of a problem, but it's rather time consuming cause the new pieces of "code" need to be implemented for every single piece of structure for the ship :)

bracer 09-20-18 05:39 AM

Since you are testing various angles, does it mean you have angle of impact in the calculations? Will the projectile bounce/not penetrate if the angle of impact is too high?


Any idea how your gameplay/missions will look? Time compression?


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