Registration, Login, Logout all working on the network version
Player Positions are synchronizing properly with the server
Good looking ocean working - not doing big waves like Enigma, but not flat like IW either.
Have got a good "floating grid" for the player ocean over a "big ocean" algo.
Basic terrain working for islands and continental barriers. Right now trying out some pretty clever techniques for having a truly huge world while keeping resolution for the player AND not having 4 million texture files and database entries. A pretty cool idea I've been studying is using a texture for global reference to a regional texture that stores the reference to a 10km Section texture with 9 references to the local heightmap and 15 references to the next nearest outside local heightmaps. The interesting part is only loading max 3 local heighmaps at at time and only displacing and rendering the player floating grid! In case you can't tell, pretty excited about this.
First stage is a single reference grid (24 ids) and 9 local grid textures. It's still gives around 4km of visibility and 20km of movement. Hoping to get this working well so I can move out to the next level of references. NOTE: I only need local terrain blocks where there is undersea or above water terrain.
This week I've also been implementing the "Room/Station" components for ship and sub configuration. This will let me expand capabilities (ie sim features...) in the future: Engineering & "Steering" done, Bridge partially
Deep Six - Iron Woves Revisited
Deep Six is and online Naval Combat based game - the spiritual ancestor of Iron Wolves and Enigma
- Features
- Giant World
- Dynamic beautiful ocean
- Islands that can be discovered
- Submarines, Combat Ships, Combat Supply, General Delivery
- Manable weapons for manual firing
- Real world style detection and "location" sharing
- Future?
- State Machines
- Vessel & Weapon Stations
- Bridge
- Engineering
- Steering
- Dive
- Navigation
- Sonar
- Communications
- Weapons
- Rollout Stages
- MVP
- IW Level Setup
- BETA Product
- RELEASE
- Gameplay
- Command Subs, Ships and Shore Emplacements
- Automated or Piloted ships - Players can build AI-able fleets for dispersal and use.
- Central Port for each Faction with berthing, registry for ships (store!) etc.
- DEVLOG
- 2023
- Sat, Oct 21, 2023
- Fri, Oct 27, 2023
- Tue, Oct 31, 2023
- Fri, Nov 3, 2023
- Mon, Nov 20, 2023
- Thu, Nov 30, 2023
- Sat, Dec 2, 2023
- Wed, Dec 13, 2023
- 2024
- Sun, Jan 7
- Sun, Jan 14
- Sun, Jan 21
- Fri, Feb 2
- Wed, Feb 28
- TODO Wed, Feb 28
- NEXT STEPS: In Game #todo #C
- NEXT STEPS : Multiplayer #todo #A
- NEXT STEPS: Registration, Login & Lobby #todo #B
- NEXT STEPS: Camera Rigging #todo #D
- Design Points
- Old REFERENCE DESIGN