
Azur Fleet
WWII & fantasy multiplayer battleships third-person shooting games.
Credits
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Junhao Fu
Completion date: 2019.10
The world and ships are totally fictional, and this is a strategy and action game, it’s not a historical game or realistic battleship simulator. Players could customize their ship and build their fleet to fight with another fleet. This game has both PvP and PvE parts. In PvP side, The players can only control one ship, and they have to win the battle to get the rewards, which could be coins, equipment, experience, and new ships. PvE side is more like RPG game, they will have their frigates, controlled by AI, fight together. in PvE side, player will fight with AI controlled fleet and port. PvE also help players get the technical point which is essential for players to research for new battleships. There will be an economy system, loot table, combat engine, and a skill system.
Reference: Navy Field1, World of Warships, KanColle, Azur Lane, EVE online, WOW.
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Elements
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Ship class: In the game, the ships will have different classes, and different classes have different functions. For example, the frigates have many anti-air skills and anti-submarine equipment. Battleships have heavy armor and huge artillery
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Equipment: players can customize their ships by changing any part of the equipment. The equipment will have different statistics and random suffixes. For example, the artillery may have a suffix that adds the damage when the shell doesn’t pierce.
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Skills: the skills are different from ship to ship, and the players will based on their style to make a choice. Players will unlock the skills when their ship level up. There will maybe some skills like smoke, rapid refilling, and etc..
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Talent: Like caption abilities, which is designed for players to play like they want. For instance, players will make a choice from butter piercing or turret rotation speed.
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Research Tree: This is the technical tree for player to put effort to unlock more Technics, new weapons, and new ships. This system is designed to slow down the players progression.
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Economy System: There will be an economic system based on the coins. The currency is coins, they can use coins to buy equipment, new ships, increasing researching speed. Players will earn this by win a fight or finish the missions.
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Combat: The combat system is the core of the game, players don’t have to know what happens, they can just focus on the situation. The damage and piercing will not like the World of Warships. It’s much sampler for players, and players can have more focus on the strategy. They don’t have to adjust their position and rotation back and forth.
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PvE: It’s the main stage for players to play with. Players will get equipment, currency, research point, and exp.
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PvP: Players can fight with another team during the PvP allowed area, but the rewards are fewer than PvE.
System Diagrams
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Player ships
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PvE & PvP loop
Battle Tool Sheet
I created spread sheets to set the parameters in the game and simulate battle results. In my sheet, you can set the player's ship, like class, weapon, armor, capital skills, etc.. After setting all the parameters, you can go to battle results sheet to set the fight distance, then the spread sheet will calculate how many shells shoot and how many shells hit. You can clearly know how many damage you shot. What's more, I designed damage calculate formula, shell dispersion RNG formula, and randomness calculator.
Dispersion = (WeaponDispersion / WeaponRange) * Distance * random(-0.5,0.5);
Hit = HitX^2/TargetX/2)^2 + (HitY^2)/((TargetY/2)^2)
if (Hit <= 1.0) Hit? = True
Penetration = WeaponPenetration * Pow(Distance/WeaponRange-0.1,0.5)
If (Penetrate>=Armor) Damage = ShellDamage
If (Penetrate<Armor) Damage = ShellDamage * min(Penetration /Armor,1.0)