General Quarters! [new naval combat project]

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togFox
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Location: Brisbane, Oztralia

Re: General Quarters! [new naval combat project]

Post by togFox »

It has literally been a month since I've posted an update here so here is my update:

- I have a dev blog with about 10 entries now and I can tell from the stats I have a group of regular followers that keep coming back for more
- I've spent perhaps 2 months researching tricky bits, writing test code, and learning how to approach the real project
- I've spent perhaps two weeks on the real project meaning the game development is officially 'in-flight'.
- I'm ready to take on code collaborators. People that might benefit from collaborating are: beginners, ppl that are time poor, ppl that enjoy refactoring functions, graphic artists, sound artists, code problem solvers, social butterflies, fans and future play-testers.

I'm happy to 'on-board' new collaborators so they can understand the code, data-structures, game mechanics, future vision etc. Initial contributions from you will start small with debugging and refactoring so the above things can be learned at a pace comfortable to you. No time commitment is necessary.

See my forum signature for links. Happy to have ppl follow the blog or this thread or code changes on github or whatever. :)

(All the cool game images are on the blog. Sorry this thread is all text).
Last project:
https://togfox.itch.io/hwarang
A card game that brings sword fighting to life.
Current project:
Idle gridiron. Set team orders then idle and watch: https://togfox.itch.io/idle-gridiron
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knorke
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Re: General Quarters! [new naval combat project]

Post by knorke »

Do you know the youtuber "drachinifel"? He has lots of videos (mostly talking, not much moving pictures) about specifique ships and topics. Rangefinders, tactics, mechanical computers for firing solution, such stuff. Maybe interesting for inspiration.

My experience with games that resolve simultaneously, if you allow me to clutter your thread:
There was some browser-based multiplayergame with bouncy ball-characters. Each round players would use the mouse to "pull a vector" for each of their bounce-ball-buys and when everyone was ready, the balls would get a push into that direction. Basically like minigolf or billiard games.t
The round lasted until all bouncies had stopped moving, then you would give new orders etc. It was fun when a plan worked but even funnier when it failed.
There were modes like king of the hill, soccer and so on.

I vaguely some squad-combat game with abstract graphics. (glowing outlines, retro style)
That was also fun.

Decades ago I made a Worms clone in BASIC where each player would set direction (left/right) for their tank plus the usual worms-style cannon-commands. Then it would play for a few seconds until players could give new orders. I did not finish it but still like the concept.

Those games were all quite fast and abstract.
Battleship combat is slower and complex but how will it translate to gameplay? For example the firing ranges are huge, so will you scale it down a bit? Looking forward for updates nonetheless!
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