I've thought about it as well, but I lack the game-programming skills. If you do make such a game, make sure you get the damage/sinking model correct. That's the interesting part of this sport. It's not some cheesy, super-simplified system where if you get shot enough times, you sink. The actual "health" of a ship is her reserve buoyancy, and battle damage does not directly affect that. Instead, battle damage is a damage-over-time, with a certain amount of health regeneration (pumping) to overcome before a ship starts to sink. It'd also be cool if you could add on things like variable flooding for individual holes based on ship motion and wave action, and progressive flooding when more holes get submerged due to water buildup inside the hull. I would suggest you consider modeling Big Gun combat instead of Fast Gun. On a computer, you don't have to worry about the availability and cost of guns, complexity, and reliability. And the rotating guns make for a much wider range of tactics...
You could even add a dry dock where you choose your ship and sink ships to get credits or money and buy guns armor etc.
In indie games on Xbox live, there's a pirate ship game that's somewhat similar. Everyone drives a boat and sinks everyone else(in general). I forget the name, but it's pretty decent for a buck.
yeah but I am making a game called r/c naval combat extreme. Do you have any recomandations for game making software?
That's quite the impressive project. I have some experience with C, C++, and visual basic, but I have no idea what software you'd use for programming a game.
Well, there are a number of 3D modelling programs that one could use for making the ship models, several different game engines that could be modded to provide the movement rules and ballistics and most of those that are moddable have map editors so you could do your ponds. Not sure how easy it'd be (not being a game modder), but a lot easier than creating your own game engine.
My day job happens to be coding...I reccomend microsoft's XNA package. You can download it for free, and it's a whopping what, $99 bucks to release to xbox? Can dev for PC without paying anything. C# based, and is pretty intuitive and has good documention, unlike many other inexpensive options. If you're feeling hardcore, there's also a number of advanced 3d engines available, but they tend to require a lot of work to complete a game in. For 3d modelling, I reccomend Milkshape. It's not the most awesome 3d app available, but it's inexpensive, and more importantly, very easy to pick up. Sure, people will tell you to use Blender, and you CAN do anything in Blender...but it's horrifically complicated. 3d Studio Max is also awesome, but it's pretty pricy for home use.
Update on status will be making weekly updates on my channel and will no longer use Game studio but Microsoft xna. 3d rad is okay but not the best.
Try "Navy Field" great game large multiplayer, has a lot of what you guys are looking for, i spent many an hr playing this!
It seems to me that creating a video game that accurately represents all of the variables in any of the versions of RC warship combat played today would be a huge undertaking. It would be akin to something like Aces High, in which individual skippers would choose from dozens of vessels, armament, ammo load, radio equipment, etc., and operate the vessel from "shore," with all of the variables thrown in, including weather, wave height, rams, the type and nature of the balsa covering, deferred or slipshod maintenance affecting performance, and on and on. Rob
u are right but i had in mind from the ship like it was a real ship. all else is so relevant. I will actually be building my models than applying in my secret module. I hope to be done in 2-3 years because of all my work I have to do.