CommandOfTheSeaCOM
Posts: 5
Joined: Sun Sep 30, 2018 7:23 am

Command Of The Sea - Naval WW2 Simulation - Development Log

Tue Oct 02, 2018 9:36 am

Hi everybody!

After 2 years of work on our game Command Of The Sea (CommandOfTheSea.com) we're finally ready to release the first screenshots, videos and information to the public.

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**Game description cliff notes:**
- Historically accurate simulation of naval warfare during World War 2
- Global Open World (~360 000 000 km²)
- First Person Gameplay & walkable ships
- Celestial Navigation possible
- Under development
- Crowdfunding

Our YouTube channel:
https://www.youtube.com/channel/UCTK2Ca ... -yr10g0EBw

**Details:**

1.1 Whole Earth Open World
At first, we’d like to create a digital copy of the whole earth (well, only the oceans and the coastal areas) as a gameplay area. We’ve developed a way to achieve that, and if you take a look at our Screenshots you’ll see that we’ve already been able to reproduce locations of the world with an accuracy of a few meters!
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1.2 First Person Gameplay
Then we’d like to be able to command our own ship, and as a player we’d like to be able to interact with our ship from a First Person View, we’d like to be able to walk on the deck, we’d like to be able to command the ship from the bridge, to enter the machine room and to take a good read in our cabin. We’ll start with a Battleship of the Bismarck Class, and add more playable ships as our community supports this.
In a distant future, we even want to make the game playable with a VR Headset.

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1.3 Dynamic Weather
Further, we’d like to have a realistic dynamic weather system with low hanging clouds, fog, rain and snow. This is especially important for the time before Radar (or FuMO/RDF) became so dominant in naval warfare. Back then visual sight was mandatory for any engagement on the enemy.

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1.4 Celestial Navigation
Additionally we’d like to simulate a correct day cycle, moon phases and star movement for any place on the earth, at any given time between 1939 and 1945. This will allow celestial navigation, so if provided with a sextant & a watch the player will be able to determine his position by the stars (or the sun). The technical problems for this milestone are also solved already

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**2. State of Development (Sep 2018):**

We’ve started to work on this game in early 2016. Since then we’ve heavily focused on solving the most obvious technical problems, to determine if it’s even possible to build this game of our dreams.
As you can see we’ve come a long way since then, and about 95% of the most difficult problems are solved. We’ve built a small (~100 000 km²) digital copy of the world, covering Spitsbergen, Norway, Germany, Italy, parts of Africa and Antarctica. We’ve created a reproduction of Sun, Moon & Star movements between 1939 and 1945, we’ve created a playable & walkable Ship (Tirpitz), we’ve created primitive, self-navigating AI Ships and a visual sensor for AI Players and we have a primitive weather & ocean system.
Right now we're working on a realistic armor piercing model & a first primitive AI for land based coastal artillery.
So we’re confident now that this project is doable if we get enough support from you and our community

**3. Tech Demo Release:**

We've already released our first Tech-Demo in August 2018 (link on our website). Now we're putting in continuous development to add further elements of gameplay, and to release an updated Tech-Demo every few months for our supporters.


**4. Further Roadmap:**

4.1 Next Milestone
We're actually working on a armor piercing model, and a primitive AI for Coastal Artillery. For gameplay we plan to reproduce the battle which on April 9th 1940 around Oscarsborg Fortress/Norway, when the german navy tried to break through to occupy Oslo.

4.2 Following Milestone:
Once land based AI works properly we'll work on our first real AI Battleship, to allow some PvE Battleship vs. Battleship gameplay.

4.3 Further Milestones:
For further releases we’d like to complete our map for the north & south Atlantic, with elements of the german Kriegsmarine and the British Royal Navy. Then we'd like to expand into the Pacific Theater, with the US Navy Pacific Fleet and the Japanese Imperial Navy. That will also include Aircraft Carriers.
We’d also like to create playable submarines, especially for the German side of the game, commercial surface Raiders (like Atlantis & Thor) a VR game mode, and multiplayer options.
We consider this game as an ongoing project, and hopefully we’re able to create a large enough community to support & fund for the years to come!

Thanks for your Support!
CommandOfTheSea.com
Last edited by CommandOfTheSeaCOM on Sun Feb 10, 2019 10:19 am, edited 2 times in total.

CommandOfTheSeaCOM
Posts: 5
Joined: Sun Sep 30, 2018 7:23 am

Re: Command Of The Sea - Naval WW2 Simulation - Development Log

Sat Oct 27, 2018 12:51 pm

Oscarsborg Festning April 9th, 1940

Short Story:
At April 4th, 1940 the “Battle of the Drøbak Sound” (Wikipedia) took place in southern Norway when the German heavy curiser Blücher tried to break through to Oslo and was sunk by the 28cm coastal artillery and torpedo batteries at Oscarsborg Festning (Fortress).

In Game:
We’ve implemented Oscarsborg Festning as a “Point of Interest” in Command Of The Sea. These are locations in our open world where we’re using a much higher landscape-resolution and pay special attention to details which involves a lot of “handcrafted” 3D-Models.
At our actual state of development (October 2018) we’d like to implement some AI coastal artillery there, which should serve as a intermediate step towards smart enemy AI-Ships.
Feel free to compare our reproduction with the real location on Google Maps, although some details have changed during the last 80 years, as it’s now polished up as a tourist attraction.

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BTW the lights in the windows are dynamic, based on daytime & sun intensity :)

CommandOfTheSeaCOM
Posts: 5
Joined: Sun Sep 30, 2018 7:23 am

Re: Command Of The Sea - Naval WW2 Simulation - Development Log

Sun Dec 02, 2018 4:47 pm

Time for another Update :)

Armor Piercing:
The Armor Piercing simulation we’re using punches real holes into the object at the exact location where the projectile hits.
Therefore we take the velocity of the projectile and it’s mass to compute it’s impact energy. Then we take the armor thickness and the projectiles impact angle and determine if it could breakthrough, get stuck, or would just graze off/ricochet.
That way it’s also possible to simulate multiple breakthroughs in a row, i.e. 2 or more plates of armor, or multiple decks.

(BTW the thumbnails below are linked to the fullsize image)

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CommandOfTheSeaCOM
Posts: 5
Joined: Sun Sep 30, 2018 7:23 am

Re: Command Of The Sea - Naval WW2 Simulation - Development Log

Fri Jan 04, 2019 2:18 pm

Visual & Sound Effects
During the last weeks we've added visual & sound effects to our guns and impact/armor piercing simulations.

As always, the screenshots below are linked to the fullsize image :)

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CommandOfTheSeaCOM
Posts: 5
Joined: Sun Sep 30, 2018 7:23 am

Re: Command Of The Sea - Naval WW2 Simulation - Development Log

Sun Feb 10, 2019 10:21 am

Tirpitz capsizing & sinking

We've created a little video showing our sinking (and capsizing) simulation for our ships. The scenery is located around Oscarsborg, nearby the historic sinking location of the German heavy cruiser Blücher.

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