Dimension Nexus Adventures - WIP - Early Alpha

We recently went onto Steam Greenlight Concept with our game. Love to keep ya’ll posted about it as we move into January talks with investors. We feature so far fully spherical worlds, with gravity bubbles that taper off in square inverse. Were working right now on a system to work with our Terrain Deformation to allow you to mine, dig trenches, divert water flows, and more. Check us out, and I’ll keep ya’ll posted on what we are doing.

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

Between 50 and 70 fps on that massive planet? Impressive to say the least :stuck_out_tongue: This sounds to me like Skyrim/Oblivion meets Minecraft, both of which are incredible. I love the concept, the 1:1 scale sounds amazing. What is the maximum amount of players per server that you are expecting? Are you going to try and implement one “super-server” like Elder Scrolls Online is planning to do, or have smaller ~100 player servers? What about some of the issues that Minecraft has faced, such as “trolls” logging onto public servers and destroying everything that others made?

Each player can host their own single player, multiplayer or multiverse server. The main differences are:

  • Single player:
    = Can script AI’s for making machinimations and put in any model

  • Multiplayer:
    = Is closed to players you don’t invite

  • Multiverse:
    = The full game, Bosses can come in and mess with you, eventually you go to beat them and end up world hopping meeting new servers players. They may not have the same languages you do, they could be different genras (Sci-Fi, Fantasy, Wild West, etc), and they may not be the same species making medical treatment harder to get. In the end when you finally defeat the Boss you return to your world, and could then research how to connect to these other servers for trade. Also each planet being procedurally generated have different flora and fauna. Which mean they could have the resource that you’ve been needing to invent something.

As far as players go, we’ll have to see, probaly dependent on your machine, or your host you purchase. We will also offer hosting of the game most probably. So far I’ve simulated 400 player connections with no problems. But this is without allot of things in the world that will slow it down, and before optimization. We are using the uLink networking backbone though.

And as far as trolls go, on your server in multiverse, you have private slots, and public slots. And we have a new AI for guards/etc that make them intelligent without cheating. Its possible to run a catburgaler for instance, but you’d better be good at the thief series of games.

Might as well move this discussion here. Having an issue passing the planets var for gravity and radius to the gravity code. Tried public and static. Neither seems to let me pass the variable. I tried hard coding in the correct numbers and it worked perfectly. But I need the code to be able to be dropped onto each planetary body to lessen the time to get these working. As well as once the procedural creation of your solar system is done, I need it to just take whatever is generated, so need it autonomous.

As a note, Planet is in C#, Gravity is in Js currently. Mainly because I was having trouble converting the Gravity to work in C#.

sounds good

Ok, in my js for gravity. It says namespace UnityEditor and System.Collections were never used. So I Imported them at start of the file. And it tells me both I’ve duplicated them, and they are never called… in the same file.

For your issue with passing variables from one language to another you need to have the script with the variables to be grabbed in the standard assets folder while the script grabbing the variables can be in any other folder.

now for your issue with the gravity js its due to the system collections and unity system are imported into the js file by default without needing to be imported manually, if you do it’ll read as duplicate entries

hmm, I tried using a script to grab them too with no success. The Js I used is using transform.localScale.x to try to get the radius, with no effect. the C# is the game object creator.

Main problem is our script we need to take out of is in the engine folder currently. Basically the base of the planet engine is Etherea1 planets

Just posted our first State of the Game:

http://steamcommunity.com/sharedfiles/filedetails/updates/116567911/1356895370

End of the day notes for ya’ll.

Gravity is now working thanks for harlequinzeg0 who just joined the team. Was missing a translator between C# and Js. Unfortuantely the fps broke down, so going to work on the gravity code on some optimization.

Were now onto a few more stages including making characters use force to move, which will later be modified by muscle tone, etc. Allowing us to have a system where a “weaken spell” or a disease can slow you down, decrease your stamina, make you jump lower, or make it harder to fly.

ok, we found an interesting bug with doing an SVN, if you commit while unity is still open, suddenly our planets give Null point errors and wont’ show up int he full build anymore. Last time this happened, I had to start over from scratch. Tell me someone has had an issue like this?

Here’s a nice update of note.

Fully spherical gravity is working. However with the massive scale of the gravity bubble it is causing a large framedrop. Time to Optimize. Also made a character motor that should work for having a rigid body affected by gravity. Tested it on a small planet the size of new york and it worked beutifully. Even made some bouncy balls and let them have fun on the mountainsides.

oh as a note, its currently earth gravity at planet surface. Then it degrades via square inverse just like real gravity. i think i just said that wrong but its 5 am LOL

Ok, latest update, full gravity, check, full force based character motor, check, character not tripping over his own feet… yea i need to invent a new constraint system.

It might be a good idea to use the edit post button.

Yea, I’ll do that form now on when noones replied since I posted. Newest update, We’ve removed Etherea1 early. We were using it for rapid prototyping but Vander Nunes has deemed we didn’t sufficiently advertise his code. I also removed our videos and we’ll be finishing our procedural engine for the full prototype early instead of working on getting a proper demo video out. This is going to delay us a little bit but I don’t forsee a big problem with it.

And speaking of no big problem. We’ve already reduced our multi layer splat system to being a single layer, and should have a high definition world up soon. Looking much higher quality already so, one crisis adverted for now.

Mr Nunes spotted a verbal miscue and instead of, by proper way of doing things, asking us to re-word the video, he told us he was bringing lawyers into it, without any declaration or letting us fix the video. We offered the correction to him, and were refused. We removed the videos, he persisted in contacting us about at that point a null issue as the videos were removed. He decided to then attempt slander to get under our skin calling us criminals. So we sent him a very lengthy email stating what he did and explaining that he should actualy get a lawyer.

This is a good lesson for everyone, if you make code, put in a licence or EULA. He sold his code to us with none of this, and we changed more than half before the first video. But instead of claiming this as ours, except one verbal miscue, we gave him full credit. Both in origional posts on here, as well as our origional IndieGoGo as well as description of the videos.

We have asked simply for a refund as we will not use his code, as well as for him to never contact us again and do not attempt slander. Since he only posted what he feels on here we will do no action, we reallly do not want to have to do legal actions while in start-up phase. However he has been explained this in multiple emails and still refuses to listen to reason when it comes to “we could of corrected this, you refused, we removed the videos, you hounded us”. Love an opinion from others of what you think. Within 50 minutes of the first email, I removed the videos to start negotiating what happened. I was more than willing to correct it, however technically with at the time of the email (after both videos were out) We had replaced 62% of his code with code more streamlined, and higher resolution.

The origional purchase as stated before was to get a rapid prototype concept video out, as everyone wants to see gameplay. Which is why we bought the code while we were in the process of making ours, which would take us three weeks, now four.

I must also note, after a full review of his code, most can be found in sourcebooks, and guides to coding unity. Therefore there is a reason for no copyright or patent. All of the code is available freely from printed sources, or the Unity discussion forums, or public websites. Our last email to him asked us since we are no longer using his code to never contact us again except for the refund.

I’d like to ask our community on what they believe is the right course of action, and if you believe we did the right thing in going “oops, we’ll correct that” then “nevermind we just wont’ post them” then “please stop contacting us, its been solved allready legally” in responce to the threat of lawsuit without any warning. In further news, new announcement being posted ya’ll should enjoy.

And as a note. I never deleted his name from source, even with all the changes. And we planned to keep even after we finished, a link to his website, and name, in our credits as the origional planet generator we used in concept.

Since he didn’t put a EULA on his code he can’t sue you he cant do anything to you and you can use his code as much as you want (I’m not sure you have to give him credit though) and he cant do a thing since you bought it BUT if he does give you a refund you cant use the code…