Here's a quick and temporary fix for those who gets an error message about the OceanShader on mission load. It removes the 3d waves, because the shader code was not accepted on Radeon cards. Atleast that's what I think is the problem. Download the zip and extract the exe into the Battleship Command folder, and then launch the sim from the new exe.
The ingame map is finally in sync with the terrain and I started to create a mission with randomly spawned ships randomly chosing between hundreds of routes. Time to switch on the radars and hunt tonage until the fuel bunkers are dry...
Time compression has taken some time to implement since there is so many things affected by it. All the AI's movements needs to be compressed, all the Scharnhorst boiler and turbine actions as well as the steering and calculations of headings towards waypoints. A big problem was that when compressing time, the ship was steering too hard and the violent rudder action prevented the ships to gain a straight and steady course. But it looks like I've solved those issues now! The terrain generation is not very pretty at the moment. But what a joy to be able to take a trip through the channel!
Looking good Bracer, how in depth is the damage model, will I damage important parts of the ships with good hits?
That Farrow bloke you executed today, are you sure he's dead? Well I chopped his head off, that usually does the trick. Yes, don't get clever with me Baldrick. I just thought you might have lopped off a leg or something by mistake. No, the thing I chopped off had a nose.
Thanks Friday! The damage model is not yet where I want it. But for now it is fairly advanced for the player ship, but not for the AI ships. A simple explanation is that the AI takes random damage, and the hits does not affect their systems. Yet. But the player ship can have alot of systems affected depending on where you get hit. The guns start to move slower, and reload slower when they take damage. Flooding happens in the compartment that got hit if armour is penetrated or broken. Boilers, turbines and shafts can get hit, which affect speed. Travel with a damaged shaft and your turbine will start to take damage. Rudder can get damaged and can get locked or have reduced turnangle.
This system still needs some work and later be extended to the AI ships.
Thanks for the update Bracer, I hope the project goes well for you, I've been wanting something like this since playing Destroyer command all those years ago.
That Farrow bloke you executed today, are you sure he's dead? Well I chopped his head off, that usually does the trick. Yes, don't get clever with me Baldrick. I just thought you might have lopped off a leg or something by mistake. No, the thing I chopped off had a nose.
Hey! It's been quite a procedure to port the project to Unity, but well worth the time invested. Here's a trailer showing off the new graphical features of Battleship Command!
Hey everyone! Finally time for a little update. I have been hard at work with the ai and various controlls for the ship. More importantly I've reached some big milestones regarding time compression, handling abstractions of ai ships and a custom mission editor. The time compression allows for having missions set over large distances, large distances means many ships needs to be simulated. That's why I have implemented a way to simulate ships far away in an abstract manner, cheaply, so that I can have hundreds of ships travelling the Atlantic. With this done, I could start on my mission editor. And you can see I've been busy playing with it. And here's a long gameplay video for y'all:
Thanks! Yes, it has been a looong process to get to this stage. It really took off as I changed engine to Unity a year back. So we will see, maybe it's about time to take it out of hobby state soon :-) Cheers!
During early autumn I decided to tackle my old system for terrain generation which was rather slow and low resolution. Instead of using Unitys built in terrains for rendering my heightdata I am now generating custom meshes where I much easier can add some procedural noice to increase the terrain detail as well as higher resolution procedural textures.
The visuals, like the shader and textures still needs some love... And also some variations in the different climate zones would be needed.
I also took the chance to develop a tree generation system for the new terrain. It's all very fast and you can travel without any hickups at high time compression from Norway through the English channel down to Morocco. With the new terrain generator in place, it's time to move on the another big project; getting the secondary guns working. First step was to improve the models. This is the SK C/28 guns in C/34 twin turrets. There was four of this twin turrets and four in single turrets. This type of turret was developed from a cruiser turret, and for economic reasons they used the back plates from the old turrets. Problem was that the new type of turret had different layout, so the door hatch in the back plate couldn't be used. So they bolted it shut, placed a ladder on top of it and let the crew enter via the emergency roof hatch instead!
That Farrow bloke you executed today, are you sure he's dead? Well I chopped his head off, that usually does the trick. Yes, don't get clever with me Baldrick. I just thought you might have lopped off a leg or something by mistake. No, the thing I chopped off had a nose.