BYOBattleship: naval combat sim + ship designer

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    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:



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



    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
    Swordsman
    • Jan 2017
    • 293

    #2
    While sadly not something that I'm that likely to play myself, this is really cool.

    Really like the name you went with!
    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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    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #3
      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:

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      • DrWho42
        Adept
        • May 2019
        • 192

        #4
        looks fun! do you maybe have a youtube channel so i could keep up with your work?
        avatar by chuckdrawsthings. thanks chuck!

        bootleg fishcenterlive

        🌲link🌲tree🌲

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        • wobbly
          Prophet
          • May 2012
          • 2631

          #5
          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

          Comment

          • DrWho42
            Adept
            • May 2019
            • 192

            #6
            Originally posted by wobbly
            I can't help seeing BYOBS in that name
            ha! i too read it as "bring your own bs" :P
            avatar by chuckdrawsthings. thanks chuck!

            bootleg fishcenterlive

            🌲link🌲tree🌲

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            • fph
              Veteran
              • Apr 2009
              • 1030

              #7
              Come on, let us all play that game together and BOOBS (bring our own battleships).
              --
              Dive fast, die young, leave a high-CHA corpse.

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              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                Originally posted by DrWho42
                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.

                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.

                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.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  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.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    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.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #11
                      Originally posted by Pete Mack
                      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.
                      I hear you, and I do think there's probably space for someone to make a more tactical/cerebral "engage from beyond visual range" kind of game. But it'd have a more limited audience than the kind of game you get when ranges are more compact, ships are more maneuverable, and everything's a lot more explodey. Plus I'm not really equipped to do justice to a detail-oriented game: I don't know how to go about calculating armor penetration or how to present a UI that lets players know about how much risk their ammo depot is of catching fire, which are IMO things that go hand-in-hand with the long-range engagements you're asking for.

                      My primary inspiration for this project is Warship Gunner 2, which is pretty well the antithesis of what you're asking for. Sorry!

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9637

                        #12
                        Originally posted by Derakon
                        I hear you, and I do think there's probably space for someone to make a more tactical/cerebral "engage from beyond visual range" kind of game. But it'd have a more limited audience than the kind of game you get when ranges are more compact, ships are more maneuverable, and everything's a lot more explodey.
                        ...says the author of RocketBand
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

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                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          #13
                          Originally posted by Nick
                          ...says the author of RocketBand
                          Which, I will note, has yet to overtake Vanilla on the ladder when it comes to popularity.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            #14
                            Originally posted by Derakon
                            Which, I will note, has yet to overtake Vanilla on the ladder when it comes to popularity.
                            Just waiting for the update.
                            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

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                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #15
                              Continuing the theme from the last update, I've improved some visual effects:



                              New gun flashes, new shell effects, and new smoke from the smokestacks.

                              I also set up a Twitter account, @byobattleship, if you want to follow things that way.

                              Comment

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