1. What is Naval War: Arctic Circle?
Naval War: Arctic Circle is a real-time strategy (RTS) game where the player commands modern naval and aerial forces against an AI player or other players over a local network or the internet.
2. What distinguishes Naval War from other Real Time Strategy games?
First, the subject matter. There are many modern warfare games, there are a few old (WWII) naval strategy games, but modern naval war is strongly underrepresented in gaming.
Second, the type of play. We strive for realism in our units, which means major platforms have many different weapons and capabilities. A warship is in a sense more like an army division than a single land unit. Unlike typical RTS games, units will also be able to shoot much further than they can see. This makes for a high-tension play experience where deception, scouting and counter-scouting are crucial for victory.
Thirdly, the scale and place. Your map is the same map you see in an atlas. You wage war over the entire North Atlantic region.
3. The game is set in 2030. Is this a science fiction game?
Absolutely not. The naval and aerial units available to the player are those that currently exist, or in a few cases, those that are currently in an advanced stage of development. The game is set in 2030 to enable us to create a storyline that leads up to a full-scale conflict in the Arctic, not to play with lasers and robots.
4. Will unit/weapon/sensor X be part of the game?
The major surface ships, submarines and aircraft (and their major armaments and sensors) of Norway, the U.S., the U.K. and Russia will certainly be a part of Naval War: Arctic Circle. We will provide details about these platforms on the community forum during the development. Those who have seen the promotional material, will have noticed the Nimitz class aircraft carrier, the Arleigh Burke class destroyer, Russia's Kirov class battlecruiser and Norway’s own Fridtjof Nansen class frigate, and these are certainly major platforms to be included.
5. Will Naval War support mods?
Absolutely, yes. Turbo Tape Games is very excited about the possibility that players will tinker with the database, add more real units or create experimental units for Naval War. Be aware, however, that constraints on our resources is likely to lead to very rudimentary, if any, tools for database or scenario editing at initial release, and a clear lack of documentation. The game logic may also not take into account the consequences of adding experimental (scifi) unit types that do not exist in the game itself, so modders should expect some weirdness when attempting to go beyond real-life platforms, weapons and sensors.
6. Why do you make Russia the enemy?
Russia is, like Norway, the U.S.A. and the U.K., one major combattant in the game, not the enemy. A modern naval strategy game set in the North Atlantic would hardly make sense without Russia participating. Without conflict, there is no story and no game. Campaigns will exist for the west and for Russia, where any player should feel perfectly justified in leading his or her chosen side to victory. Naval War: Arctic Circle is an entertainment product, and nothing about the developers’ beliefs or attitudes towards Russia or its policies should be implied or inferred from the contents and story of this game.
7. Will there be nuclear weapons in the game?
8. What platform(s) will Naval War run on?
PC/Windows. Later availability on Mac and/or Linux is a possibility, but we cannot promise anything now.
9. Technical specification?
It is too early to give the minimum and recommended specification for target machines.
It is our strong objective to make Naval War: Arctic Circle available for the average gamer, and not require high-end machines.
10. What 3D engine, programming languages and other development tools do you use?
Naval War is being developed with a client-server architecture with two main components.
- The Server or backend, which actually runs the game, keeps track of all game objects, performs AI, runs the main gameloop and talks to the frontend via tcp/ip.
- The Client or frontend, which runs the user interface, communicates with the player, and displays data received from the backend in the form of beautiful 3D models and particle effects.
The backend is developed in .NET 3.5, the programming language of choice is C#. This is developed entirely by us at Turbo Tape Games.
The frontend is developed in the game development tool Unity (http://unity3d.com/). Unity is a very powerful and user-friendly 3D modelling engine, which really blows away everything else we’ve seen in the market. It offers C# as a choice of scripting language, which is very neat for us, and runs on top of Mono, the open-source version of .NET.
Our 3D modellers typically use Max or Maya, based on personal preferences. Unity effortlessly imports these models whatever the format.
11. Will it be available for consoles?
Console support is unlikely in this project cycle. A smaller version for handheld is a possibility, but that is still to be determined, and quite some time into the future.
12. When will Naval War: Arctic Circle be released?
When it is finished. We have no firm release date at this time.
13. Will there be a public beta? When?
We are also unable to give a date for private or public beta, but we are indeed planning to have a public beta. Stay tuned!