Hearts of Oak: Conquest of the Seas is a non-commercial PC game being developed by PiratesAhoy!, and is to become the historical seafaring game to end them all! Fun, realistic gameplay on land and at sea, set during the Age of Sail, will provide extensive free play, exciting scripted storylines and intense multiplayer scenarios.
A few bugs still need to be worked out, but the proxy objects are taking the damage models well, now we just need to get the model to work with the material layer to keep them in sync and stop moving out of the way when damaged.
Appart from the very weird bobbling of the ship and the fact that it lost his deck, the damage looks great!
very nice start
Very nice, Akella has nothing on you lol.
But i've got a couple of questions.
#1 Will you reduce the bobbing or however is it called ? I actually felt a little sick watching it, and it looks like sailing with small ships could be quite difficult because they can just turn over lol.
#2 I see that the palm trees on the island were destroyed by the cannon fire, will they respawn later when you visit that same island or will it stay destroyed forever ?
The 'bobbing' is actually magnified right now with no dampening effects enabled. I was trying to get it to capsize so the cannon fire would hit it. :)
The trees will respawn back to undamaged state when visiting an island again, or at least that is the plan currently. Unless the item is a structure that has to be rebuilt, then it should come back for each level upon spawn.
There be wale bludd in the water?
Problems are indeed a bit random. Why do the damged shells get detached? I still don't understand it. I wonder how well procedural damage and state of the ship (seaworthyness) go together. Wouldn't it be easier to make a few points of the ships destructible (masts, hull front, mid, rear, galley, etc) and then link that destruction with the ship state? I mean it would be awesome to actually have damage exactly where the cannon goes down. It will look more unique, but its a simulation and it might look a bit random and what's worst: it might not work every time and as planned.
However, great to see you are updating this game!
The problem has been isolated to the model and how the physical proxy relates to the underlying attached entity slot. It seems to be inherent in the engine and will have to be worked on. For now we will move to a more basic decal damage display and save the dynamic damage for things like rigging and vessel attachments/objects that don't use the original hull proxy.
The buoyancy will have to be coded in for damage to actually affect the seaworthiness. As it stands, the initial physical proxy of the model is used to determine the surface area/density/mass relationship and as such it doesn't change the models interaction with water upon later damage. We are slowly digging through the code and are working on realistic buoyancy followed by interaction with wind/water improvements. After those are working we will start into damage models and how it will affect the vessel over time with mass changes from damage/flooding.
Great start !