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#1 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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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.
![]() 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. ![]() |
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#2 |
Swordsman
Join Date: Jan 2017
Location: Pennsylvania, United States
Posts: 261
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While sadly not something that I'm that likely to play myself, this is really cool.
Really like the name you went with!
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Everything you need to know about my roguelike playstyle: I took nearly two years to win with a single character in PosChengband. |
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Thanks.
![]() 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 |
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#4 |
Adept
Join Date: May 2019
Location: Indio, California, United States
Posts: 191
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looks fun! do you maybe have a youtube channel so i could keep up with your work?
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#5 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,601
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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 |
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#6 |
Adept
Join Date: May 2019
Location: Indio, California, United States
Posts: 191
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ha! i too read it as "bring your own bs" :P
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#7 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,019
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Come on, let us all play that game together and BOOBS (bring our own battleships).
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#8 | |||
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
Quote:
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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. |
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Today's major accomplishment was adding materials/textures to the ships.
![]() 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: ![]() Or this: ![]() 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. |
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#10 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,725
Donated: $40
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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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