SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Sub/Naval & General Games Discussion
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-12-2018, 08:22 AM   #1
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Icon12 Command Of The Sea - WW2 Capital Ships Simulation





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







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!





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.





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.





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





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!

Last edited by CommandOfTheSea; 02-10-2019 at 03:09 AM.
CommandOfTheSea is offline   Reply With Quote
Old 04-12-2018, 08:23 AM   #2
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

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



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!




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

Last edited by CommandOfTheSea; 08-17-2018 at 02:51 PM.
CommandOfTheSea is offline   Reply With Quote
Old 04-24-2018, 11:35 AM   #3
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

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)



Map position Hela Peninsula
__________________


CommandOfTheSea.com
CommandOfTheSea is offline   Reply With Quote
Old 05-31-2018, 02:53 PM   #4
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default



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!
__________________


CommandOfTheSea.com
CommandOfTheSea is offline   Reply With Quote
Old 06-05-2018, 05:36 AM   #5
con20or
中国水兵
 
Join Date: Mar 2006
Location: Ireland
Posts: 271
Downloads: 36
Uploads: 0
Default

looking good - nice models!
__________________
QA Lead on Scourge of War - http://www.scourgeofwar.com/index.shtml
(98% rating on Armchair general) - http://www.armchairgeneral.com/scour...ame-review.htm
SoW Waterloo Announced for 2015!!
con20or is offline   Reply With Quote
Old 06-06-2018, 04:13 AM   #6
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by con20or View Post
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.com
CommandOfTheSea is offline   Reply With Quote
Old 06-09-2018, 12:16 PM   #7
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

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

__________________


CommandOfTheSea.com
CommandOfTheSea is offline   Reply With Quote
Old 07-13-2018, 05:21 AM   #8
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

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.com
CommandOfTheSea is offline   Reply With Quote
Old 07-29-2018, 10:07 AM   #9
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default 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.com
CommandOfTheSea is offline   Reply With Quote
Old 08-17-2018, 02:55 PM   #10
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

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
__________________


CommandOfTheSea.com
CommandOfTheSea is offline   Reply With Quote
Old 09-18-2018, 11:25 AM   #11
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default 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.....
__________________


CommandOfTheSea.com
CommandOfTheSea is offline   Reply With Quote
Old 09-19-2018, 05:52 AM   #12
bracer
Commodore
 
Join Date: Aug 2007
Location: Sweden
Posts: 614
Downloads: 14
Uploads: 0
Default

Very cool project!

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

Cheers!
__________________

My WIP Battleship simulator, Battleship Command: Scharnhorst
Want to support the project on Patreon? Here's the link!
bracer is offline   Reply With Quote
Old 09-19-2018, 12:25 PM   #13
Oubaas
Seaman
 
Join Date: Oct 2011
Location: Arkansas, USA
Posts: 36
Downloads: 52
Uploads: 0
Default

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



Oubaas is offline   Reply With Quote
Old 09-20-2018, 03:36 AM   #14
CommandOfTheSea
Sailor man
 
Join Date: Jul 2011
Posts: 46
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by bracer View Post
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
__________________


CommandOfTheSea.com
CommandOfTheSea is offline   Reply With Quote
Old 09-20-2018, 05:39 AM   #15
bracer
Commodore
 
Join Date: Aug 2007
Location: Sweden
Posts: 614
Downloads: 14
Uploads: 0
Default

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?
__________________

My WIP Battleship simulator, Battleship Command: Scharnhorst
Want to support the project on Patreon? Here's the link!
bracer is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:14 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright © 1995- 2020 Subsim