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#21 |
Adept
Join Date: Aug 2018
Location: Barcelona
Posts: 110
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How is the ballistic system?
IRL you have to account bullet drop, coriolis, earth curvature, humidity, wind speed and direction etc... |
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#22 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Ballistics automatically account for movement and instability of the platform, movement of the target, velocity of the shell, and gravity. There's no air resistance or wind, and the world is flat. Multiple guns firing also don't interfere with each other in the slightest (in real life your spotters would have trouble figuring out which splashes correspond to which guns, making refining of aim harder).
Games routinely simplify a lot in the name of getting completed. Considering the overall complexity of this project and the fact that I'm working solo, I have to pick and choose my battles, and detailed combat mechanics is something I decided wasn't worth focusing on. The main issue I had is that I felt like if you get detailed in one area, it becomes hard to justify not being detailed in other areas, and there are a lot of things you can be detailed about. Stuff like modeling armor penetration based on where the target ship is hit, at what angle, and the specific armor details of that ship (how heavily did they armor their turrets? Superstructure? Main belt?). Modeling how likely an ammo dump is to explode if part of the ship nearby catches on fire. Modeling the dangers of having torpedo launchers on-deck (because they might explode if hit by enemy fire). Modeling crew movement, injuries, men overboard...and because my game includes a ship designer, where to put all those crew, and the galley, bathrooms, brig, etc. So yeah, this is a very sim-light, arcade-style game with easy controls and a lot of automation. |
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#23 |
Adept
Join Date: Aug 2018
Location: Barcelona
Posts: 110
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Did you code the engine from scratch?
Thats a lot of work IMO. |
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#24 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I'm using Unity. I've tried coding "from scratch" (relying only on relatively low-level libraries like SDL and OpenGL) in the past, and there's no way I'd be anywhere near this far along if I were taking that approach with this project.
![]() Even with Unity taking care of little things like "setting up cameras" and "detecting collisions" for me, this game is still going to be a lot of work. |
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#25 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I'm participating in "devtober", which is a challenge in the indie dev community to do something concrete on your game every day for October. It's similar to Inktober, NaNoWriMo, etc.
Today's primary contribution is adding my first sound effects. |
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#26 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Added torpedo launchers today. That includes modeling the torpedo and its launcher, mixing up a sound effect from some stock sounds I purchased, teaching the gun code how to aim them and the projectile code how they travel, and adding new reload logic so that the launcher ripple-fires and reloads each tube individually.
Here's a launcher in action: https://i.imgur.com/t9dW3HQ.mp4 |
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#27 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I've started working on the tech tree. I don't really have enough parts yet to support a realistic tech tree, so the connections in this one are kind of dubious (going straight from a 4" single-barreled gun to a 12" double-barreled gun), but it's enough to get the basic mechanics working.
https://twitter.com/byobattleship/st...13685930070017 |
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#28 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Continuing on the topic of techs, I figured I ought to flesh out what exactly the player will be able to unlock. Here's my list so far; do any of you see any omissions that I should correct?
Anti-submarine warfare - Depth charges - Hedgehog - Limbo (treat as faster-firing Squid) - Squid - ASW torpedoes - ASW missiles Armor - Riveted vs. welded? - metallurgical advances? Bridges/superstructure - One bridge per hull. One aft bridge per if available. - Various block shapes for generic superstructure. Hulls - At least 4 each of US/UK/JP/DE in DD/CA/BB classes. Main guns - 4, 5, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 28, 32, 36 inches - 1-3 barrels available depending on size. 4 barrels an option for the 14" (reference the Dunkerque quad turret) - Railguns Point defense (machineguns and autocannons) - Machineguns - High-angle guns - Pom-pom guns - Gatling guns? - CIWS Power generation - Coal-fire boiler - Pulverised coal boiler - Oil boiler - Diesel-electric generator - Nuclear reactor Propulsion - Various sizes/efficiencies of drive screws Rockets/missiles (self-propelled projectiles) - Anti-air missiles - Cruise missiles - VLS systems Secondary systems (take up spare volume): - Ammunition storage - Automatic firefighting systems - Autoloaders (improve rate of fire for main guns) - Damage control systems (firefighting, flood control, engine/rudder damage) - Fire control systems - Radar - Sonar Torpedoes - Various sizes of dumb torpedoes - Loading crane (improves fire rate) - Guided torpedoes - LOX torpedoes - Supercavitating torpedoes |
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#29 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I made a bunch of guns today.
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#30 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,602
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