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TIGSource ForumsDeveloperPlaytestingDimension Nexus Adventures by Heresy Game Design
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Kaelas
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« on: January 10, 2013, 12:52:25 AM »

We just finished posting our final main features. So I figured it was time to start getting the word out that we want feedback on our concept. Were actually already in development and base alpha stage. However we have not gotten to implementing most of our mechanics and features yet. Since we were on Greenlight Concepts, we decided to use it for its intended use, feedback. So come one come all, let us know how to make this game your dream game!

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

Documents on systems (Some are works in progress):

Predural Solar Systems: https://docs.google.com/document/d/1d7bmRq_0kZkgn4w0no8-ImBVjBulCnGOLtwHabgCB_A/edit

Boss System: https://docs.google.com/document/d/1j35_WDYf7EW5ju0vTJoUCYMSH3Wx4u3-fRHxxcY3-CQ/edit

RnD Engine: https://docs.google.com/document/d/1KPtiD3tYIVXpKS4IxdBl_uOM8FOO3cZmFVb8g0__8xM/edit

World Events: https://docs.google.com/document/d/1XpCvlkNytrBdZd8-V9d48rm1nYCBxzncLhf__RpYCJg/edit

Adventuring and Dungeons: https://docs.google.com/document/d/1KT0_rLhVUaciQBV8AJDe6L4qQprVmcIs1MAuzv6qx5U/edit

Buisness Ownership and Empire Management: https://docs.google.com/document/d/1ul1Kf0CaAJFxhKT3s8h4TzD48vU8OSldAtd2TLTxNmM/edit

Magic System: https://docs.google.com/document/d/1bcrkh-BVz_hXitDAxetmfdFmlOTYhn8HjJ8kSPkpyYU/edit

Health System: https://docs.google.com/document/d/1UAo3_SZQ12HcKohrRygBBbZztP8GYx7BRLWlu_6xj6o/edit

Living Ecosystems and Genetics: https://docs.google.com/document/d/1iMi-RHJPyh88Woi-Ag5XIX1I6Nh5fu6-2Vv4T60PLOI/edit

Planned Dimensions: https://docs.google.com/document/d/1eRcCOtpAHtAaRlPpUirvKO6Qdhdxc2HwvkI2msX_CUg/edit

Game Modes: https://docs.google.com/document/d/1Au8PfH2yQO0lDQ9nDi1Rogys8jksMd5RmQq2jnZeCK0/edit

Races and Customs:

Humans: https://docs.google.com/document/d/1VV_lkyVdl47TlIhGK-FvGmTe9VulEwMj_8bAM2Tkzd0/edit
Elves: https://docs.google.com/document/d/1nhkVHfvoGsRHFQnsfL1G1U3jkUqyURkxXV7HdF7HZmI/edit
Salamanders: https://docs.google.com/document/d/1pFgwk8oIy_kLGFLS_T2ghHK3DqVSGsHV7v6dQsJVJec/edit
Avians: https://docs.google.com/document/d/1kBvph_EIjkDvZeCv5hYw8MIcWaB_lXVqT8XkCPx3uDQ/edit
Insectoids: https://docs.google.com/document/d/1mxIF9hqQgC11IQ3gtRK0ouXPkISn7tvwhqVEfVHZiTk/edit
Aquatics: https://docs.google.com/document/d/1edVQ3y6wIHoGnhViJVS49-0l68KJuoCWRB9wFFpkWc8/edit
Customs: https://docs.google.com/document/d/1Vw1Un-IrUlMB1LrYd02MUuQWRLoynaHGY7sKq7KviT4/edit

DLC Plans: https://docs.google.com/document/d/13Ju0MVJY0cnqf_Gf7uxvk8R6tiRQgPNq3xVZK2WCkFk/edit


Featurettes:

Art and Music: https://docs.google.com/document/d/1wzjLHgESLqeqiw9G0vKpONC3MrbYjEDIDB0YnHew_mU/edit
« Last Edit: January 14, 2013, 05:16:48 AM by Kaelas » Logged
Mittens
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« Reply #1 on: January 10, 2013, 04:07:56 AM »

could you give an elevator pitch of this game?
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Kaelas
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« Reply #2 on: January 10, 2013, 04:44:19 AM »

That's usually for me easiest in person. I'll give it a go on text though, hardest part is with all the features keeping it to 30 seconds to 60 seconds. Please give me your opinions, elevator pitches even face to face have been my hardest thing to do.

Dimension Nexus Adventures is a game we are developing that is defining a new genre of gameplay as well as bringing new features to the gaming industry. Our goal is to try to bring more innovation into games, not just one or two new features, but fourteen. While it may seem an ambitious project to some, we have the skill and know how to pull this off with our team. Our plan is simple, to be one of the competitors in the "space race" of innovative games that everyone enjoys and listens to its community. And to show the full features of the Unity3D engine that most don't know its capable of.
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Claw
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« Reply #3 on: January 10, 2013, 04:53:27 AM »

That's usually for me easiest in person. I'll give it a go on text though, hardest part is with all the features keeping it to 30 seconds to 60 seconds. Please give me your opinions, elevator pitches even face to face have been my hardest thing to do.

Dimension Nexus Adventures is a game we are developing that is defining a new genre of gameplay as well as bringing new features to the gaming industry. Our goal is to try to bring more innovation into games, not just one or two new features, but fourteen. While it may seem an ambitious project to some, we have the skill and know how to pull this off with our team. Our plan is simple, to be one of the competitors in the "space race" of innovative games that everyone enjoys and listens to its community. And to show the full features of the Unity3D engine that most don't know its capable of.

That's not really an elevator pitch for a game, it's just saying what your team is doing with a bunch of buzzwords thrown in.

The elevator pitch should be a sentence or two about what the game is about and how it plays or why it's fun.
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Kaelas
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« Reply #4 on: January 10, 2013, 04:55:01 AM »

Ah, ok, I misunderstood Elevator pitch I think then. Wow this will take me a little while. Summarizing the game isn't easy. Going to grab our documents and think about this a bit.
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Kaelas
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« Reply #5 on: January 10, 2013, 05:15:09 AM »

Dimension Nexus Adventures is a game where you have a world you can modify to suit what you want. You can Research and Develop using an in game modding system anything you can dream up. You can even be an Adventurer, Politician, Noble, Business Owner, or perhaps a Villain, the choice is yours.



Think I'm getting closer with that one. Opinions?
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Claw
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« Reply #6 on: January 10, 2013, 05:27:02 AM »

That's a lot better, sounds interesting! That pitch has me intrigued so I'd want to find out more, which is pretty much exactly what an elevator pitch should be. Smiley
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Kaelas
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« Reply #7 on: January 10, 2013, 05:29:56 AM »

Thanks, I almost wanted to add something about the bosses or mutliverse aspect, but I don't know how to consolidate that into a sentence. On our Greenlight Concept page, in Discussions are every one of our features, basically entire documents to them, 1-10 pages. Were getting feedback on what people like/don't like so we can make sure the game is what our community wants.

All I get except for two people is "we want to buy the game already". But we need more constructive criticism, questions that we can answer.
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MooCowG
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« Reply #8 on: January 10, 2013, 08:47:30 AM »

How far along are you guys on a prototype?

I genuinely don't want to sound like a downer, but as someone that has gone down the road of "concept too big", I'm concerned that you guys are making a similar mistake. This idea seems way too massive for a computer game. Board game or table-top RPG and now we're talking, but what you're promising for the computer experience is nothing short of an AI director designing on the fly. At least, that's what it sounds to me.

Once again, I type this with genuine concern. I love big ideas, but I also like to see people succeed at those ideas.

What is the CORE experience that you're looking for? If you stripped away all unnecessary aspects of the game (and don't say that everything is necessary), what would the game be like and how would a computerized system handle it?

Gerald
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Kaelas
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« Reply #9 on: January 10, 2013, 08:51:21 AM »

We actually had a prototype and allot of the features are mainly developed. Unfortunately we found a problem with the planetary engine we purchased, several in fact. So we took off the videos and screenshots as we don't want to be associated with the last engine. Were in the process now of looking for a procedural Unity 4.0 coder to help make the new one.

The core experience is a high quality 3d world, with a 12.25 million meter planet, fully deform-able and modifiable that you are able to RnD (in game mod) anything you want using an auto balancing system. The main experience in the single player and multiverse is the bosses. The old fashioned comic book baddies wanting to rule the multiverse.
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MooCowG
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« Reply #10 on: January 10, 2013, 09:09:17 AM »

Say I wanted to describe the core experience of Super Meat Boy. To me it might be something like this: A 2D platformer that is very difficult with infinite lives and minimal respawn. You start, you see the objective you are trying to reach, and you navigate a hostile, small environment to get there.

Nice and specific.

That's what I'm asking for. I still don't understand what "making anything you want" or even what "high quality 3D world" means. How can someone make "anything they want" in a fixed environment like a computer program? The human imagination is very unpredictable and complex. Also, people will burn you alive (figuratively) for promising them more than you can deliver.

Have you ever game mastered a table-top RPG? I would highly recommend it. The kind of insight I got into the player's imagination from running a campaign is nothing I could have gotten anywhere else imo. The improvisation I needed to demonstrate was pretty exhausting.

If you haven't, I highly recommend it as a way of prototyping some of these ideas you have.

Wishing you luck,
Gerald
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Kaelas
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« Reply #11 on: January 10, 2013, 09:18:39 AM »

Actually I'm old School with DnD and other games. The reason we can say anything we want is we've made a dynamic system capable of letting you do just that, featured in our Research and Development Feature Document. I'm also old school in beta testing and mmo's staring before Meridian 59. I know about broken promises. The fact of the matter is, I listed what we can do right now, but have not listed several things we "want" to do. This way its more of a bonus when we get to that stage.

Using Unity we've been able to completely change the way games are played. I'm hoping in the next weeks I can start demonstrating these more as we finish the new planets system. Our new one using 3DSplatz is going to be a very unique animal. Our only concern right now is gravity the way we did it, is too accurate to real life. Once we optimize this (hopefully without loosing the accuracy) we should have an amazing video to show.

Unfortunately the nice and specific way is hard to do when your talking about a game like Minecraft, Skyrim, Second Life, and Beyond Protocol, wrapped into a new package. For the most part, I hope people read the features and give feedback on our discussion area. We have a sound concept that we can produce in 1 to 2 more years of development. But we want to make sure that we address concerns about the features now before they are fully implemented. Better to take a pro-active approach than sitting there with blinders on during the development stage and not getting the feedback we'll get when we launch.
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MooCowG
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« Reply #12 on: January 10, 2013, 09:31:16 AM »

I wish your team luck. I would be a very happy to be proven wrong.

Peace,
Gerald
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kurtkz
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« Reply #13 on: January 11, 2013, 09:50:52 PM »

Actually I'm old School with DnD and other games. The reason we can say anything we want is we've made a dynamic system capable of letting you do just that, featured in our Research and Development Feature Document. I'm also old school in beta testing and mmo's staring before Meridian 59. I know about broken promises. The fact of the matter is, I listed what we can do right now, but have not listed several things we "want" to do. This way its more of a bonus when we get to that stage.

Using Unity we've been able to completely change the way games are played. I'm hoping in the next weeks I can start demonstrating these more as we finish the new planets system. Our new one using 3DSplatz is going to be a very unique animal. Our only concern right now is gravity the way we did it, is too accurate to real life. Once we optimize this (hopefully without loosing the accuracy) we should have an amazing video to show.

Unfortunately the nice and specific way is hard to do when your talking about a game like Minecraft, Skyrim, Second Life, and Beyond Protocol, wrapped into a new package. For the most part, I hope people read the features and give feedback on our discussion area. We have a sound concept that we can produce in 1 to 2 more years of development. But we want to make sure that we address concerns about the features now before they are fully implemented. Better to take a pro-active approach than sitting there with blinders on during the development stage and not getting the feedback we'll get when we launch.

I kind of agree with Gerald; the explanation given is very vague (although it does sound very intriguing). Could you possibly give us an example of the customisation that's come about during play testing?
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« Reply #14 on: January 12, 2013, 05:48:31 AM »

Maybe you could address such things as;

-Is the game 2D or 3D
-What perspective is the game played from? (first person shooter? 3rd person, strategy/isometric?)
-What is the theme (Action, Horror, Sci-fi?)
-What is the setting and back-story?
-How does a player mod/customize anything "to suit what you want" ?
-What is the goal/purpose the player is trying to achieve? (survival? overcome the enemy? compete in pvp?)
-What does the game look like / art-style (cartoony? photorealistic?)

These are necessary things for a reader if they have any hope of imagining a game without the help of screenshots or video.

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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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« 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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