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  1. #1
    MSgt. Shooter Person
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    Post WarShip (Ocean and battlestations)

    Hi All

    I'm glad to present our little project about WarShips. Please, exuse my English

    Project description


    MMO-action with elements of RPG, shooter and strategy. To win the battle a team must capture and hold the opponent’s base (a flag), or to kill all opponents. There is no repawn (if killed – you are killed before the end of the battle, you can at that time or watch a fight, or enter into another fighting with other ship). Possible clan duel mode "dock to dock" - if your ship is killed, you can enter in the same battle until it ended with another ship of yours.

    Features:
    - Arcade at a high level of realism and visual special effects (as a very high quality simulator)
    - Very high content reuse
    - simulation of the MMO (though really - Multiplayer) due to the lack of separate rooms for the players (the player simply presses "fight," and distributes it to avtobalansed battle with suitable contenders)
    - unique setting (almost)
    - a combination of shooter with a lower dynamics of the battle than in the classic shooter

    Screenshorts

    Look at http://www.indiedb.com/games/seacraft

    Video

    Look at http://www.indiedb.com/games/seacraft
    Last one: http://youtu.be/-h795SUTUOc

    So

    We are looking for critics, maybe ideas and partnership

    Thanks,
    UFNA team
    Last edited by ufna; 03-10-2012 at 06:35 AM.

  2. #2
    MSgt. Shooter Person
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    Default

    Great progress guys! Love it. Watching your video I have to say that your game is great to look at, except for one thing; the boats don't seem to bob with the ocean, it's more like they're on wheels and rolling along a flat surface just below the surface of the water, not a huge game-breaking issue, it's just a little immersion-breaking. Love the ocean shader btw, would like to get a look at how that's put together

    Martin.

  3. #3
    MSgt. Shooter Person
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    Default

    wow that looks fantastic - are you using a fluid surface or something with shaders for the ocean?

  4. #4
    MSgt. Shooter Person
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    Default

    Thank, guys!

    the boats don't seem to bob with the ocean, it's more like they're on wheels and rolling along a flat surface just below the surface of the water, not a huge game-breaking issue, it's just a little immersion-breaking.
    Yes, it will be fixed in next build - it's one of the gordian knots of this project, but "solved"

    are you using a fluid surface or something with shaders for the ocean
    Both of it

  5. #5

    Default

    Wow, that looks fantastic. Only glaring issue is the HUD but Im gonna go ahead and guess that those are placeholders

  6. #6
    MSgt. Shooter Person
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    Default

    Need original music?

  7. #7

    Default

    just ran up on this... and i agree, it looks fantastic...

    i'm also working on a naval sim and after years of frustration, am also considering the UDK...

    will be following this with great interest...

  8. #8

    Default

    Love the original concept and the visuals look great! Keep up the awesome work.
    Joshua Leung
    Music Composer
    www.joshleung.com

  9. #9
    MSgt. Shooter Person
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    Default

    Looks good to me, but if im going to be picky i would say, maaaybe will be interesting if u make this thing (on the back-down side of the boat what makes boat to go left n right, not sure about right name for this) to rotate when u going left or right with boat .

  10. #10
    MSgt. Shooter Person
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    Default

    A little video update: http://youtu.be/-h795SUTUOc

  11. #11
    MSgt. Shooter Person
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    Default

    Looks very cool. Great job.
    Renegade X - Lead Artist / Producer
    3D Artist - Online Portfolio

  12. #12

    Default

    This looks great. Ships look good, ocean is nice, overall feel and particles everywhere.

    Only critique: I'd completely distance yourself from the "MMO" stigma. Since you clearly state it's not in the description, and it's attached to project failure and nutjob hobbiests. It's false advertising.

  13. #13
    MSgt. Shooter Person
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    Default

    Thank you, guys!

  14. #14

  15. #15
    MSgt. Shooter Person
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    Default

    very nice ...
    how you create sea ??

  16. #16
    MSgt. Shooter Person
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    Default particle systems

    personally i will pay a little more attention on particle systems in game , u know , now looks like u r get particle systems from illusion software. U kno what i mean? Looks to much 2d when i wach clip on utube (smoke & water splashes) also i believe fire need to be a little more transparent. But all of this what i we say is just a little bit of tweaking,nothing more ,i believe. Another thing what i believe will be nice thing to have is: fire give light, right? Check SeaCraftAlpha 2:06 , so i will add some light in fire specially for night battle. But u got a good wave

  17. #17
    MSgt. Shooter Person
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    Default

    Boshko Savich, you're right, we will pay more attention to particles in future Today most of particles are "only for test".

    The bottleneck of SeaCraft is ocean - it is hard part, which need a lot of attention to make it fast on low-end computers with good quality. It is not a problem to make a cool ocean for high-end hardware, but this way is bad for online games.


 

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