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Old 02-20-13, 05:10 AM   #5
TheGeoff
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Join Date: Jul 2008
Location: 37°47'S 144°58'E (Melbourne, Australia)
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Thanks for the replies guys, good to see some interest!

I definitely plan to include as much random/procedurally generated content as possible. The ocean and weather conditions will almost certainly be generated on the fly, and the engine is coded to be as versatile as possible. Ideally once the submarine editor is finished players will be able to create virtually any submarine imaginable, with the game able to simulate how it behaves under pressure, how well it functions with damaged components etc. This sounds pretty optimistic but at the moment it's all going according to plan!

I hadn't heard of Faster Than Light before Julhelm, but I looked it up and it does indeed look fairly similar to what I had in mind. I'm hoping to model the individual subsystems with a greater degree of complexity than what I've seen in FTL though - for example, the mathematical model for a pressurised water reactor I coded today takes into account the reactor's maximum power rating, the loading on the steam turbine, the pressure in both the primary and secondary coolant circuits, the temperature of the fluid in the primary coolant circuit, the positioning of the control rods, and the damage condition of all of the relevant pumps, heat exchangers, turbines and pressure vessels. It sounds complicated but the result is a versatile, realistic model which can handle any situation the player can throw at it. Since my game will be free there isn't any commercial pressure to rush through development and oversimplify things! I'm intrigued by the combat and navigation systems in FTL though, I might pick up a copy and see how it all works.
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