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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Having watched the video, can you have it possible to control time compression, so that at 1:1, it's real time, and just up TC as needed? I'm thinking single player. If it takes 2 hours to hit 6 knots, I'm fine with that, what if you spot a sail near sunset, for example...
Looks really pretty, but I have to say that it saddens me when every age of sail game that is in the pipes is aimed at MMO, which utterly destroys any realism (at least in every single one I've seen in practice). Maybe you have a way around this. I suppose I'm odd in that I have little interest in fleet actions. I want to be a junior officer with a command, not an admiral. I want to hunt along a coast---I want SH, only with a small frigate.
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#2 |
Mate
![]() Join Date: Jul 2015
Posts: 57
Downloads: 7
Uploads: 0
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This game is focused around the battle itself, so the chase part will be pretty minimal unless someone is trying to run away from you in one of the battles. In single player mode you will be able to choose your ship and the ship(s) of enemies and allies, your location, weather, etc and pick what type of engagement it is (mission type). For multiplayer it will be similar except you will set the number of players and the maximum/minimum class of ship instead of getting to pick the exact ones. Some battles will follow historical settings with pre-determined ships that players can use rather than bringing their own. So if you want to find out how you would do as the Captain of the HMS Surprise against the Acheron, or as Lord Nelson in the Battle of Trafalgar then this would be what you want. If you are looking for a more first person type game that is more about the entire long haul then look into Hearts of Oak.
We are aiming to make the battle dynamics fluid so that players can set their own levels of realism to reflect their play when hosting games or as single player. You will be able to slow down the reaction of the ship to physics but I can guarantee you that realistic values are really, really slow. We have a current balance that we call 'cinematic reality' that helps to keep the players from being bored from slow turns and acceleration but does not have an arcade feel. |
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#4 |
Mate
![]() Join Date: Jul 2015
Posts: 57
Downloads: 7
Uploads: 0
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Networking is getting along finally! The hosting and connection code is in place and we have begun getting the environmental objects synced up (time, weather, wind, seas) and finally have our first ship test in engine with the server authoritative model working flawless!
Server is on the right, client is on the left. The number in the top right is a frame syncing object to make sure the visual indicators match between the two computers. ![]() |
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#5 |
Navy Dude
![]() Join Date: Dec 2007
Location: Antwerp, Belgium
Posts: 178
Downloads: 74
Uploads: 0
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that is 1 sweet looking game, cant wait to give it a try
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#6 |
Mate
![]() Join Date: Jul 2015
Posts: 57
Downloads: 7
Uploads: 0
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#7 |
Mate
![]() Join Date: Jul 2015
Posts: 57
Downloads: 7
Uploads: 0
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3 clients and the server all in the scene together. Controls are working for rudder, sail settings, and gun elevation right now. All physics, wind, buoyancy are working as well. Time to wire in some of the guns and particles and we may have a game!
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Tags |
age of sail, multiplayer, naval combat, ship battles |
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