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-   -   BYOBattleship: naval combat sim + ship designer (http://angband.oook.cz/forum/showthread.php?t=9544)

Derakon August 22, 2019 04:30

BYOBattleship: naval combat sim + ship designer
 
This is wildly off-topic for these forums, but I wanted to share a project I've been working on recently, and hope to continue to work on for awhile. It's a videogame, an arcadey naval combat sim where you can design your own ship to play as. If you've played Warship Gunner (an old PS2-era game), that's basically my design document: a singleplayer campaign through very alt-history WW2, with a variety of missions where you gradually accumulate new and better ship hulls and parts to take on bigger and stronger enemies. The working title, as per the thread title, is BYOBattleship.

https://i.imgur.com/RQcRTM3.png

I'm still working on implementing fairly fundamental game concepts, but the ship designer works:

https://i.imgur.com/Ch2b7mW.mp4

and here's a video of me stress-testing the projectile system:

https://i.imgur.com/P4ZPK3Q.mp4

So while I still have an awful lot of work to do, it's showing promise.

I don't yet have a centralized place for updates, but I'm happy to chat about it here if y'all want to. :)

MITZE August 22, 2019 21:10

While sadly not something that I'm that likely to play myself, this is really cool.

Really like the name you went with!

Derakon August 23, 2019 03:32

Thanks. :) I recognize it's pretty far out from what folks around here mostly play, but I felt that out of the various genres I'm interested in, this is one where there's relatively little competition -- or, to put it another way, I don't need to make games in other genres because other people are already doing it for me.

Today I taught my AI ships the basics of not running into things. They used to just make a beeline for the player's ship and ram into it, which is...rarely realistic, and not very fun to deal with as being rammed greatly reduces your ability to maneuver. The new behavior clearly still needs some work, but it's a start:

https://i.imgur.com/GmCepRG.mp4

DrWho42 August 23, 2019 10:29

looks fun! do you maybe have a youtube channel so i could keep up with your work?

wobbly August 23, 2019 17:21

I can't help seeing BYOBS in that name :)

I'm a bit of a sucker for "design your own" style games. What kind of system is it going to be? slots?

Edit: Nevermind, its in the link

DrWho42 August 24, 2019 08:37

Quote:

Originally Posted by wobbly (Post 139780)
I can't help seeing BYOBS in that name :)

ha! i too read it as "bring your own bs" :P

fph August 24, 2019 12:32

Come on, let us all play that game together and BOOBS (bring our own battleships).

Derakon August 24, 2019 20:45

Quote:

Originally Posted by DrWho42 (Post 139773)
looks fun! do you maybe have a youtube channel so i could keep up with your work?

Thank you, and no, not yet. I will absolutely update this thread when I do. For the time being I've just been making short videos and sharing them in forums threads like this one.

Quote:

Originally Posted by wobbly
I can't help seeing BYOBS in that name :)

I think if that's the worst I have to put up with, I'll be fine. :D

Quote:

I'm a bit of a sucker for "design your own" style games. What kind of system is it going to be? slots?

Edit: Nevermind, its in the link
Yeah, it's pretty freeform. I want the ship design mode to make you feel like you have a lot of freedom while also having to take a variety of systems into account. So for example, bigger guns take up more belowdecks space, which cuts into the space that your boilers and screws occupy. And all belowdecks objects cut into your "volume" stat, which is required to add secondary systems like radar/sonar rooms, high-speed weapon loaders, etc. You'll be able to add more volume by building superstructure on top of the deck, but that cuts into the space you could use for more guns. And of course everything you add to your ship adds mass, which limits your speed and your capacity to add more armor.

At the moment I just have the "parts can't intersect other parts" and "parts must be fully on deck" bits implemented though. There's still lots more work to do.

Derakon August 27, 2019 03:08

Today's major accomplishment was adding materials/textures to the ships.

https://i.imgur.com/XEQedey.png

This uses what's called "physically based rendering" which is basically a fancy term for having a whole bunch of textures to define various properties of the material like color, surface normal, reflectivity, etc. I downloaded these textures from FreePBR.com. They still clearly need some work, but they're just as clearly a huge step up from what I had previously.

This took some iteration. My initial attempts looked like this:

https://i.imgur.com/UelTUDF.png

Or this:

https://i.imgur.com/q9xJltv.png

Anyway, this was the big thing that was blocking me from adding more art to the game: I wanted to make sure I had every aspect of my pipeline sorted out before I churned out a bunch of new assets. So now whenever I feel blocked I can just spit out a new ship or gun or whatever and at least get that accomplished.

Today's minor accomplishment was making the ships stop traveling backwards. How did I not notice this was happening before? Literally all the ships were traveling aft-end-first. The cause was one of those trivial little things that's obvious in retrospect: in Blender's exporter, I'd set the "Forward" direction to be -Z instead of Z.

Pete Mack August 27, 2019 04:28

My problem with all these games is the ships don't really act like battleships. Allied WWII battleships had an effective range of 20,000 yards, minimum. That is 700 boat lengths, over 10 miles. Even Jutland was fought at a minimum of 6 miles.


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