Good afternoon, and happy Thanksgiving! While sitting here watching the turkey and the giblet broth, I had some time to work out a little roadmap for taking Random Carrier Battles from its current state, barely above proof of concept that the Godot engine is suitable for this purpose, to a playable prototype (if one that doesn’t capture my full vision).
So, to get the ugly out of the way first, let’s talk about what I’m leaving (for now) on the cutting room floor.
Wind and weather
Though they are crucial parts of aviation, they’re incredibly complicated, and I want to do them right the first time, rather than hacking something together now. With modern processors and multi-threading, I can push weather simulation into the background and only update every few in-game minutes, which leaves me lots of time to try interesting simulation techniques. ‘Interesting’, as I said, is a synonym for ‘hard’, and so I won’t be exploring these yet.
It may turn out that the mechanics of land-based air—launching and recovery—is a freebie based on doing carrier-based air. If it isn’t, though, I’ll tackle it later, along with design for land-based types like multi-engine bombers and flying boats.
Full visibility and spotting system
My plan for Random Carrier Battles is to attempt to capture just how blind carrier admirals were a lot of the time. Enemy positions will only be known by spotting reports, and allied air positions will only be known with full precision when they can be seen from friendly task forces. All of that will require a detailed system for spotting and visibility, and a system for displaying and archiving spotting reports. It’s less straightforward than it sounds, since the AI (when that arrives) will need access to that information for its fleet. Speaking of…
I may provide some sort of rudimentary AI, but I may also leave it more or less entirely to scripting, or give the computer perfect knowledge. Don’t expect anything amazing, at any rate.
So, what does that leave to do? Nothing less than the core of the game. Come back tomorrow or Saturday for details!