![]() ![]() This allows the player to extract extra performance from their vessel when it is needed.” Naval action map tools plus#īut we give players two tools to override the automation: turning yards to control side force, backing force and wind power, plus depowering jibs and staysails to control heel. The balance between realism and accessibility extends to Naval Action’s combat, which sees up to 50 players take to the water and attempt to send each other to Davy Jones’ Locker. “We consider gunnery very important and give player a wealth of options,” Zasov states. “They must choose the elevation of the gun using a mouse for a tracking shot – a mechanic we borrowed from Angry Birds. If a tracking shot hits they can unleash the whole broadside. We give the player options to pick convergence and how guns are fired: from bow to stern or vice versa, or randomly. “Gunplay looks similar to a mix of a sniper gameplay in Battlefield 3 and 4 where you snipe with tracking shot and then unleash the machine gun volley of all guns – up to 69 on a Santisima Trinidad.”Īs any sailor knows (we assume), the greatest danger on the high seas is Mother Nature itself. This is no different for virtual buccaneers, as Naval Action’s wind and physics models affect manoeuvrability, while its dynamic water simulation can often be the deciding factor in ship-on-ship clashes. “Waves affect the gameplay,” confirms Zasov. That is why our water is server-based and has to be the same for all 50 players.” “Roll and pitch can affect ship position and expose vulnerable parts of the vessel, or alternatively block the shot. If that wasn’t enough, players will be armed to the gills with 18th-century armaments, from short-range carronades to devastating mortars. “Cannonballs use custom written ballistics, which just uses basic math,” Zasov explains. “You have a projectile that flies at certain speed, has gravity drop off and carries certain penetration that drops off based on distance-energy loss. On hit, we measure the angle of wood planking to calculate the effective armour, which is higher at very low angles of hit. “We use exact ship shape colliders, thus ships hulls that have curved forms, especially French ship designs, can ricochet more. We also take into account wood type – for example, live oak is much stronger than fir.
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