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nananananananana BOAT MATH! Surface-based shipbuilding game "tech demo?"

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This is a project I started in Unreal Engine 4 a while back, got fed up with, dropped for a few months, and finally came back to. The project began in a Discord channel of a role-playing group for a game called From the Depths. FtD had some good ideas, but it's clunky, unrealistic, and not very well balanced. Our group in particular found it unsuitable for the early 20th-century-style naval battles we wanted to simulate. This is my attempt to do better. Needless to say this is pre-pre-pre-alpha footage and there's a lot to be done before it's ready for public consumption, but I'm quite proud of what I have so far.



The major difference of this game versus every other 3D ship construction game I can think of is that it scraps the voxel system for what I'm calling a "surface" system, because it works by placing flat surfaces whose endpoints are on a grid. This has a few advantages that made it ideal for the kind of game I want to make:

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Very interesting title. :)

Where do you see this becoming a game?

Is it giving players objectives like here is some material make it float?

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The intent is to make a realistic naval strategy game with player-designed ships. It's what the game I mentioned in the OP, From the Depths, was trying to do but rather missed the mark in my opinion. Players would design classes of ship in creative mode and build instances of them using actual time and resources. Strategic gameplay would take place on a 2D world map, but when two fleets meet, they are taken to a full 3D physics environment to settle their differences.

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There will be options to accelerate time in strategic view. Not sure about the battle mode, depends on whether or not it causes the physics to totally freak out.

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