UA2009 :: Mars Explorer 2 :: Final Build

Mars Explorer Description:

Mars Explorer combines the best elements of first person multiplayer vehicular combat, fantastical, futuristic, user creatable worlds, and high speed offroad adventure.

Mars Explorer Gameplay:

  • Engage your friends - or anyone else - in aerobatic dogfights, spectacular tank battles, hovercraft races, and more - in incredible worlds that you can design!
  • Provides players with precise, granular control over vehicle handling, flight characteristics, game rules, and much, much more.
  • Incorporates complete user registration system, game and server level player eviction and banning, a highly polished server list interface with custom tracked server specifics, and more.

Mars Explorer Technical Excellence:

  • Incorporates the Whirld Library - An open source Unity toolset developed by Aubrey for Mars Explorer. The Whirld Library loads and saves Unity scenes - complete with meshes, textures, terrains, terrain detail objects, materials and more - out of and in to any running Unity game. The Whirld library’s code and data storage formats are all open source, allowing all Whirld supporting Unity games to share worlds with each other.
  • Distributed as standalone Mac and Windows applications, Web Player, Mac Dashboard Widget, and a custom iPhone app (non realtime multiplayer, based on checkpoint racing).
  • Makes extensive use of terrains, multiplayer networking, advanced vehicle physics, automatic or manual game detail level adjustments, etc.

Mars Explorer Links:

» Mars Explorer’s Home
» Mars Explorer’s Development
» Mars Explorer Webplayer
» Complete UA2009 Submission
» OS X App
» OS X Widget
» Windows App







» iPhone Demo Video

My biggest complaint is that it does not save the downloaded worlds somewhere. Why is this a problem? Well this is what happened to me:

I started the game and hosted the Unity Island map and it took about 3 minuets to download. After wandering around for a bit I left (because no one was joining). I then saw that someone else was hosting the Unity Island map so I decided to join that game. But it decided to download the map AGAIN so I had to wait ANOTHER 3 minuets before I could play.

Also it would be nice if there was a Download All button so you could get all of the maps (even while playing a game) so there would be no need to wait when joining a game. The only time you would have to download anything else from that point on would be if a new version of the map came out which could then be downloaded when joining that game or by hitting the Download All button.

(Also I was wondering why there are trees and water on Mars. Perhaps this game takes place thousands of years ago when Mars still had an atmosphere? Or perhaps it is because Starfleet decided to use Project Genesis on it so that humans could live on Mars?)

Client side asset caching is on my to-do list!
It certainly isn’t essential to the Whirld library, but it will enhance the user experience - especially for large scenes loaded over slow connections. I also plan to incorporate procedurally generated terrains and png image compression, which should streamline the size of the more detailed worlds significantly.

Since the amount of worlds that Mars Explorer can load is theoretically limitless, caching them all isn’t a practical idea. Caching as necessary makes perfect sense though.

There are trees and water on Mars because the game was named long before it supported trees and water. Eventually I will just simulate the entire universe, and then I will probably need to transition to a slightly more grandiose name :slight_smile:

Hello! Mars explorer 2 is really good! And yes, I’m looking forward to a cache.

Super Cheese

Looks like mars explorer 1 to me… I don’t know whats changed? It would’ve been nice to have a new song at least? Your open sourced world exchange idea is neat though.

@SuperCheese: Salutations!

@Socapex_2K:

Actually, a significant number of fundamental changes and hundreds of minor details have been incorporated since last year. You can find them all enumerated in the release notices for each new version at the aforelinked “Mars Explorer’s Development” category of MarsXPLR.com.

There are two new songs - you access them in the “Game Settings” panel while playing. I could have included more - but personally, I don’t think it makes much sense to build a lot of background music into webplayer games that have as many different “moods” as Mars Explorer. I nearly always turn off the background music on games I play, and listen to what I want to via Pandora or iTunes. I am all for music in games like Blush that have a defined mood and an awesome soundtrack to compliment it, but I think Mars Explorer’s bundled music is perfect as it is.

Hi robur,

nice game.

may I ask you, what Master Server you are using ? It seems like you have a reliable one there.

Thanks !


oxl

Thank you!

I am currently utilizing DimeRocker’s master server - which, though it is vastly more reliable than the Unity hosted production or beta ones - and the one I hosted on a VPS I was renting for several months, is still far from being anywhere near to reliable.

Between fundamental master server reachability and game persistence bugs, game server connectivity issues that seem completely random and not at all related to player network configurations, the connection tester being completely unreliable, general networking library bugs and oddities such as Network.Instantiate buffering it’s RPCs but Network.Destroy not clearing them and undocumented NetworkMessageInfo.Timestamp behavior, and an incredibly annoying bug where NetworkViews are set up properly, and transfer RPCs perfectly - but absolutely will not serialize with each other - I have had nothing but misery with every single component of Unity’s built in networking library while developing Mars Explorer. I have brought up all of these issues on the forum over the last year and a half (1, 2, 3, 4) - many several times - and have run across several other devs experiencing the exact same problems - and although Larus was friendly and helpful - even creating some test Master Server builds for me to see if they helped with the connectivity issues - to this date, I have yet to receive even an official acknowledgment of the aforementioned problems from Unity other than “sorry - can not reproduce”. I am yet to see a Unity powered multiplayer action game that utilized Unity’s networking (especially SerializedNetworkViews), and that was not debilitated by these bugs. At this point, I couldn’t recommend the use of the builtin networking libraries to my worst enemy with a clear conscience, unless they were developing something really simple. I am desperately hoping that Unity will soon acknowledge that these problems are real and that their users are suffering from them, and will put in the effort necessary to eliminate them.

-Aubrey

P.S. McTanks looked great! It kept crashing my browser though, and I couldn’t play it. Are you supposed to have to wait for someone else to join your game before you can play?

My apologies if I stray from a pro format/decorum.

I may be Mars Explorer’s #1 fan. This game has gotten me through two major surgery recoveries and I have every intention of continuing to satiate my obsession for intensely competitive aerial combat and lively chat on robur’s dynamic game. There is no tedious, cloying game lore to wade through such as being a Shimatz smuggler from Gartokg or dealing with anything but directly joining a game and playing. Upon clicking the “Join Game” button, immediate action often ensues. Skill and mental toughness are the prized commodities and one never need go stagnant as the game and it’s fiercely motivated group of top players always demand more. The several camera views of our vehicles flow much more smoothly than even a popular X-Box type dogfighting game called Battlefield II. Now, with an impressive arsenal of anti-n00b features added and visually stunning new maps, we of Mars Explorer are better poised than ever for even more thrilling, friendly dogfights!

Enter the bugs. Unfortunately and despite the creator’s valiant efforts, bug problems continue to interfere with syncing player’s tagging lasers and in some cases, player’s ability to even SEE EACH OTHER"S VEHICLES MOVE! Although we have tons of fun, these bugs visit every single server, every single day regardless of player connection speed or host computer quality.
We players have our limited workarounds but tight vehicle/laser tag syncing would improve an almost un-improvable game.
Although I know nothing about packets and interpolation thingys, I have played Mars Explorer almost every single day for over a year and know the bugs well enough that I can guarantee to reproduce the ones related to in-game vehicle/laser syncing at minimum. I hereby volunteer my time, screenshots of my system specs, connection speed specs, IP address, email and even Skype username, if needed for realtime voice chat and I invite any and all Unity representatives and/or multiplayer experts willing to accompany robur and I on a trip to Mars Explorer for some entomology.

supercheese - Hello buddy!

Mem Dixy ,

  • There is plenty to do while waiting for players to join. Flight on this game is superb with approximately 9 incredible camera views. I often hide my game from public view so as to not have my flying experience/trance disturbed!
    You can also practice laser tag against between 1-10 robot vehicles that come out of the gate swinging for the fences. Believe me, they will keep any player very busy and tune up your skills.

  • It can take up to 15 minutes to get a server rockin’ with players.

  • Trees and water represent a recent, colossal leap in textures and in logical levels, taking us players from “just” Mars to the tropics and outer space. We will soon be playing on more user-made maps, piloting more user-made vehicles and exploring/exploiting existing maps from other Unity games while most other games will sit perfectly still as if chained to a stump, maybe adding a usernamed BPV to their points-for-gear store.

Socapex_2K,
Though one radically new and un-Mars-like map has been added, the look of the classic maps has not changed as much as the vehicle physics which have radically changed the EXPERIENCE of gaming on Mars Explorer for the better. We now have even more camera views, adjusters for driving speed, traction, flight speed, flight agility and gravity to name only a few. Performance has steadily been increased and useful features are added constantly due to the admin’s willingness to listen to player input.

robur,
*Here is my boldest suggestion ever, Sir: Although you are almost always ahead of my thinking, please consider re-naming your wonderful game to something like “Maps Explorer” with Mars as a sub-category?

*After reading here about your bug woes, I solemnly hold my hat in my hand and apologize for my pestering. :slight_smile:

*At only 19 years, you are the Tiger Woods of game creation!

Hello everybody!

If kruncher above me here is Marsxplr’s #1 Fan, which I’m pretty sure he is! Then I must it’s #2 Fan! I love the game, it’s been a part of my life for over a year now, and I’ve grown up on it, and have had quite some memories on it as well! But throughout the entire time I’ve played it, some things have remained certain, kruncher will always annihilate me in game, flying has always been fun, and the game itself has always been just pure fun! You never run out of things to do! If you’re with other people, have a dogfight! If you’re alone, just fly around and enjoy the scenery! There’s always something to do on Marsxplr! The community is also very tight knit as well! Marsxplr has been there with me through some hard times and some good times, it’s the best way to just relax in my opinion! It’s just an overall great game, and I’m proud to say that it was made by Robur! He has outdid himself from day one, and even if I didn’t always agree, he came through in the end! Great job Robur, for making the best multiplayer game on the internet there is today, and that there ever was!

Sincerely - Dudeski

– snip at the first point :wink:

Thanks for your detailed answer, looks like we were on the same road.
I will check this dime Rocker Master Server, but I think its no good idea to update my webplayer right now. Just don’t want to get banned from the UA competition :slight_smile:

Uh, crashing your browser ? Which one on on which OS ?
That shouldn’t be happen .

Hm, not really. Ideally there are lots of servers :slight_smile:
But , thats my problem with the master server…

The started servers just disappear mostly.

There is a (hidden) testdrive mode in McTank, just start a server and type “/testdrive” into the chat window.

A button will appear to start a single player testdrive.

It will be boring, though ! This game only makes sense with at least 2 players.

Sadly , no one will be able to join the game in this mode, thats why I kept it out.

(I have problems with joining a running game due to many buffered RPCs, I think you know it)

if you want somebody to join, hit ESC and click on the appearing “Back To Menu” button, where other players can join.

Bullshit, I know, I’m working on it. (means, rewrite all that stuff without Network.Instantiates)

Anyway, thanks for playing !


oxl

Mars Explorer is great!!

2.0 has come a long way, and I hope it wins!!

@Kruncher, Dude, Aviator;

Thank you very much! Your support is appreciated.

@Oxl;

The crash occurred when I was attempting to run two instances of the game to fool it into letting me play, so perhaps that had something to do with it…
I tried out the testdrive mode, and enjoyed myself!
Removing buffered RPCs should help - I did that in Mars Explorer a month or so ago - but honestly, RPCs shouldn’t prevent someone from joining a game unless you have thousands of them buffered. I would suggest submitting your game on Apple.com as a dashboard widget. When Mars Explorer was starting out, I held the “new releases” section for over a month by releasing updates regularly - and it worked great! :slight_smile:

@All;

I just added some screenshots above - hope everyone enjoys them!

Pros (Oldies but goodies): Color sliders, ban ability, welcome message, interesting worlds and vehicles, physics controls, stable master server, chat box, laser recoil, Xorbs, sound effects, etc.

Pros (New to this version): Near endless worlds, smaller application size, and the lava alt bug is gone.

Cons: Entirely dependent on web stored worlds, no connection bug still occurs, and the hypersound no longer works.

As can clearly be seen, the pros outweigh the cons by at least a hundred. Great game, Aubrey!

Sincerely,
Picard

It’s definitely a “must have” kinda game.
I love everything about it and wish I could have contributed more.

The pre game interface is simply great, allowing you to see who plays on any given server before entering a game or starting your own.

  • I look forward to the friend list being a reality too.

The in game controls are superb and give you full control over all game parameters you could possibly wish to control, allowing you to customize the game to fit your own preferred playing style.

Fly with the lowest possible agility setting, and it feels like flying a jumbo jet.
-Crank it up to the max, and it’s like a stunt flyer.

Drive a slow and sluggish tank up almost vertical slopes, or race around corners in a ultra fast buggy as if it was a formula 1 racer.

This game has it all.

Thanx for letting us into your universe, Aubrey.

Awesome game. Has my vote.