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1028014 Posts in 41260 Topics- by 32878 Members - Latest Member: tumescence

July 29, 2014, 11:02:51 PM
TIGSource ForumsFeedbackPlaytestingDimension Nexus Adventures by Heresy Game Design
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Kaelas
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« Reply #15 on: January 12, 2013, 06:11:35 AM »

All of these are answered in the discussion documents.

Its a 3D game, its in FPS however spells, technology and certain aspects can change this.

Its a multi-genre game, starting in fantasy, with new genre coming out on set DLC schedule, which is posted.

You use the RnD system for modding, explained in the RnD document.

The setting and back story for single player is based on the genre you set it as, which races you pick to have in there. And in multiverse/multiplayer you choose yet again what races you want, and design the back story of your dimension. Explained in gamemodes document.

Its a multiverse sandbox, in single player story and co-op story you pick a boss to go after, but still have a living world to play in. In multiplayer and multiverse multiplayer its the same type of goal/purpose as any sandbox.

The GAme look, as explained as well is were workign on 75,000 poly models to be realistic.
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kurtkz
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« Reply #16 on: January 12, 2013, 09:37:42 PM »

Just read some of your dev docs on Steam - any chance you could put up links in your OP here so the other forumites don't need to search for them?

You guys are tackling a HUGE project and I wish you the best of luck. Any chance you still have some of your old prototype videos lying around? I'd love to see some of your ideas in action Smiley
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bitMasquerade
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« Reply #17 on: January 13, 2013, 03:11:05 PM »

I'm extremely skeptical of this project. Concerned

Firstly, as far as I can see, there is only a single art asset posted for  preview. If you want anyone to take you seriously, you need to post what you are doing. Now, you mention that you had a working copy "that you did not wish to associate with", who cares! post a screen shot of it anyways so we know what to expect.

Secondly, "Heresy Game Design" has no previous releases. For a project this big, I would expect something to be under your belt beforehand. Gamedev (well, any software dev) is notoriously more difficult than it initially appears, and this already looks damn difficult to achieve on the surface.

Thirdly, this is concept is GIGANTIC. You say that this will be "Minecraft, Skyrim, Second Life, and Beyond Protocol, wrapped into a new package."... produced by less than 10 people than have never made a game before. Minecraft took 2 years,  Skyrim more than 4 years, Beyond Protocol took 15 years to make. (first code in 1993 [http://www.tentonhammer.com/node/36208]).  Shocked This idea is far more extravagant than either one separately or combined, and even just the balls and know how to make a spherical continuous voxel engine (and an algorithm to procedural generate realistic terrian (emphasis on realistic, it is damn hard to do)) will be ridiculously hard. (I mean, this guy [http://procworld.blogspot.ca/] has been working for over 3 years, and has just barely gotten a prototype for a linear (not spherical) world. And IMO, he is one of the smartest people i've seen working on a project like this)

Forth, and most importantly, You have no damn programmers! WTF And, I feel that most programmers would know better than to take on a project this big; especially a good one (and this game will require the best).

So, a summery. To gain my faith: release so screen shots, or even concept artwork; show any previous work you have done (OR: make something substantial before this); scale down the project to something reasonable (for example: why the hell do you need editable terrian in the FIRST release?); and finally, get a competent programmer. 
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Kaelas
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« Reply #18 on: January 13, 2013, 04:32:45 PM »

I'm getting the entire list for ya'll. Taking me a while with meetings to do it, no meetings today so should have it done soon.

To bit, first off its posted in concept however we've been working on this a few years now. We also have a four programmers right now, we need only one more. The screenshots and video as mentioned before were taken down because of a dispute on some code we had purchased. Also this project in what we have said is scaled down to what we can do in 1 to 2 years from now. This project has been in the works between 3 and 13 years depending on which person your talking about on the coding team. We just recently had the technology come available in the last two months for getting everything together.

And most of our programmers are very good, with the only exception being our debugger. And who said anything about a voxel world? This is an actual 3D world, not faux 3d using 6 terrains as project to sphere. The hard part so far is the methodology we want to use to procedural generate the terrain, and eliminating the seams.

As far as why we need editable terrain in first release. Umm. That 72 lines of code and was finished months ago, why not leave it in? I'm a little confused at why we would remove something were already done with, we just have to implement it and change it to different sizes for the tools.

Dev docs post I'll try to do in a few hours after some coding. Once planets are fully operational again we'll get new videos out. Be back in a bit.
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Kaelas
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« Reply #19 on: January 14, 2013, 05:17:07 AM »

I updated the main post with links to all the documents Wink
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kurtkz
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« Reply #20 on: January 14, 2013, 08:58:55 AM »

Sweet baby cheeses, that's a lot of documents Smiley It's a step in the right direction though by having them in the OP. I'll give them a read over the next week.

Any chance of getting some of your old screenshots and videos up (with disclaimers of course)?
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Kaelas
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« Reply #21 on: January 14, 2013, 11:47:23 AM »

Were actually getting close to the new base planets engine. Our one problem slowing us down is we no longer have someone for procedural coding. I'll see about getting one linked later if we don't get over our current hurdles with it right now. Our reason for puling them to begin with basically was we purchased a baseline planetary code, which we purchased off a developers website. It came with no EULA, or licence of any sort, no copyright or patent on file. So we gave full credit, and on one video, after replacing over 50% of the person's code we wrote his engine was being used on the comment text, but stated its the engine were working on. Which was accurate, but he decided to report us for plagiarism. While the response we got from youtube was them stating he didn't have grounds to state that, we decided to move completely from his engine. Its delayed us a few weeks in development where instead of working with his base code since we didn't have a procedural planets system yet. Meaning we could of worked on the features of the game and started showing them off. Now we need to work on planets earlier than we wanted during concept.

We found two others, but they were honest with us that the first one didn't support large enough planets for what we wanted, the second one was incompatible with Unity.
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bitMasquerade
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« Reply #22 on: January 14, 2013, 03:33:44 PM »

Alright,

I may have been confused since you had a ton of video interviews on the site, but none from any programmers.

I was also under the impression that this was just starting out, with nothing substantial done yet, since there is nothing shown. Thats why I thought that your spec was so out of whack; it sounds like you threw everything and the kitchen sink into it before you even had anything down; a dream project.

By voxel, i meant a volumetric surface; it doesn't have to be cubic, it could be hermite voxels (see http://procworld.blogspot.ca/). What you are describing is a heightmap wrapped around a sphere, which seems much more reasonable. I am still a little confused since you said there would be mining. Are you able to make tunnels under the ground, or just affect surface height?

Also, you have a lot of text, but no images. Can't you give us some examples of the modelling you've been doing at the very least? (player models, enemies, textures, whatever).

You seem pretty confident in what you are doing, and I hope you do well
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Kaelas
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« Reply #23 on: January 14, 2013, 03:44:42 PM »

Yea, we havn't finished all the interviews as our meet and greet location went away and havn't been able to tape the rest. We did have video but as mentioned before, we removed that person's code and do not wish to even mention what or who the code was from.

And yes, it is a heightmap wrapped around a sphere using projecttosphere using 6 terrains. We've modified the terrainmapping to allow you to make tunnels as well as surface height. Basically we turned the terrain into a model with multiple terrain index. That way we can note where stone/etc is underground for when you dig, or place something on top.

There is a model on the front page. Its the head of our avian race. It is being done by a new all-rounder we got. He does Unity 4.0 coding, as well as modeling. He's also 16 years old, and that head was only a few hours of work so far. We've been very impressed by him so we released his model picture first.

Our problems right now are that we need to get onboard a procedural programmer, and shader/lod programmer. Both of which are positions that you normally don't get without pay up front. So our new planetary engine is being developed by two coders who have never used procedural anything before. There features coders for server end. That's our main delay right now, and why we have no video/screenshots yet, and are in concept.

Once planets are in again, pretty much all the work we've done will fall into place very quickly. I'm talking to a few investors right now who are very interested in the project so you may hear allot more from us soon video wise.
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kurtkz
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« Reply #24 on: January 14, 2013, 09:59:23 PM »

Aaah, that explains the lack of video. Still, if you're ever in a position to name and shame... Wink
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Kaelas
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« Reply #25 on: January 14, 2013, 10:28:03 PM »

Yea, our problem is the fact that to do anything on it, he's from a different country. Having dealt with international law before I wouldn't even spend the money on a CnD order on the stuff he posted.

What's funny is his last thing he says to us is to feel free to use the code. Its not like he has a choice, we gave him 7 days to remit funds. So we could use it if we wanted.
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Rodifan
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« Reply #26 on: January 15, 2013, 12:23:19 PM »

Any screenshots of actual gameplay? I am very much so anticipating.

[EDIT] Apologies, I'm reading at this moment.
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Udderdude
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« Reply #27 on: January 16, 2013, 09:54:42 AM »

After reading some of the documents, I feel it's still not nearly fleshed out enough to start working on.  Still reads very rough, with very few details filled in.  I find it hard to believe the concept for this has been in development for years and yet all you've got is a bunch of very rough, incomplete drafts.
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Kaelas
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« Reply #28 on: January 16, 2013, 10:18:10 AM »

The drafts are being made for people to look at and were made recently. However the person writing them (me) also has to deal with coding on the game, meetings, talking to potential investors, answering forum posts, organizing our teams, and a few other things. I'm currently doing way more than just creative lead or ceo as is, and in the process of moving. If you feel I should be able to make hundreds of pages of documents faster, can I borrow your time machine to do it?
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Kaelas
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« Reply #29 on: February 07, 2013, 09:28:41 AM »

We've been hosting a meet and greet each Sunday, as were now with IGDA and some of us are volunteering with them we changed the format and wanted to let everyone know. We also have a space for anyone to show off what they are working on. You can send me a video at [email protected] to have it shown or come in person.

http://heresygd.eventbrite.com/

7pm - 7:30pm Networking
    Meet each other, exchange contacts
7:30pm - 8pm Game Presenations
    Anyone wanting to present something they are working on can show it on the big screen
8pm - 8:30pm Discussion
    Talking about the weekly discussion
8:30pm - 9pm Meet and Greet
    Meet the Heresy Game Design team and find out more about Dimension Nexus Adventures
9pm-12pm Rockband
    Time to rock out!
http://www.facebook.com/groups/rockbottomrockband

This week our discussion topic is:

Innovative Features in Gaming

In the past the game industry was a space race of who could develop the next best feature. Nowadays you see that a lot is cookie cutter, one developer we've talked to stated "to make a game, find the features that work good for you and copy them". Time to discuss how you can make new features without breaking your time budget.

To those interested in the Donation Tickets:
Donation Tickets support us as well as we will use a percentage to start doing prizes during Rockband. Even though we are not getting 100% of the donations, your full donation will be counted towards our crowdfunding reward levels available on our discussions area.
http://steamcommunity.com/workshop/filedetails/discussion/116567911/828927580777959311/

Don't forget to check us out on Steam Greenlight Concepts at:

http://steamcommunity.com/sharedfiles/filedetails/?id=116567911
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