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Old 01-28-07, 12:09 PM   #22
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
Posts: 1,458
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XabbaRus: ok .. my scenario is pretty same.

Phase 1:

Main focus of this phase would be control interface (screens and buttons) and main game core. This phase should also set base-stones for each game aspect so design is proved. Also this will be the pilot phase which will be subjected to discussion.

Platforms: 1 or 2 subs with anti-submarine warfare, clearly sub vs. sub fight
Graphics: sub models, basic water, bottom. Control interface engine should be final, if not complete.
Boat physics: simple course, speed and depth change with some inertia. No buoancy model.
Passive sonar: simple with only signal weakening by distance. No layer or anything. We just need something to feed sonar screens.
Active sonar: simplest possible, only distance dependent.
Subs interface: navmap, sonar (NB, BB, active, demon, sonar warning), torpedoes, TMA. No need for dedicated sub controls panel, electronics, periscope
Sounds: very basic, no speech.
AI: simple, hard coded (no doctrine language)
Game logic: basic, but with time compression.
Game interface: just basic .. mission start, basic options .. just so we can say there is some game interface.

Other phases should build upon these in order we will find best.

- Multiplayer should be added soon.
- Platforms will be added one by one as the time allows
- When enough platforms will be available, strategic command will be implemented

My ideas about the game development process:
- I'll be the main programmer. Preferably the only programmer. I think I have experience enough at least for phase 1. We can develop specialist for GFX or sonar or doctrine language later, but the core should be one man work, so it fits nicely together.
- APIs will be OpenGL, OpenAL, Win32 should be isolated (we would need very little of it anyway). Would be nice to have the game multiplatform one day. Again I have some experience with multiplatform project, I made PC/Unix, PC/Palm software. I don't want to develop anything but Windows version now. Any other platform will have it's own volunteer programmer who will port it and keep it ported.
We also don't need the latest crazy GFX features available only thru DirectX. Last but not least, I have much more experience with OpenGL.
- XabbaRus is main 3D modeler
- we don't need anybody else at the moment. Sure except for comments and suggestions.

My ideas about the game interface itself.
- there is nothing wrong with DW, SH3 concept of control stations switched by F keys. Putting all into one screen like Harpoon tries is nonsense.
- there is no need to have free inside camera (like SH3), stations alone are just fine. The stations itself will be 2D, but not artworked (as DW), at least in the phase one.
We can customize boats with screen types, control layouts and colors, but no artwork is needed in the first phase. It also need people with special talent, quite rare today.
- there will be navmap with computed solutions and known contacts, with optional 'true' mode.
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