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Topics - Mark

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16
Development & Discussion / [Progress - 19th January] Flight Physics
« on: January 19, 2017, 11:15:45 PM »
Hey all,

This is my first progress post in a while! Not because I haven't been working away on UoN, I have, but simply because I had so little free time to do so.

Thankfully early is the year, from January to March, is a quiet time at work and I intend to make the best of it for Universe or Nothing.

To kick that off, I've been doing some necessary work on the game engine. At the moment that means integrating a new physics engine. Why integrate a new engine? Well the one I was using before was not designed to load physics collision meshes dynamically, and I need dynamic collision meshes for the mod system.

The integration work is almost done, the mod system now uses OBJ model files for collision meshes. I chose OBJ files because they are quite simple and the vast majority of 3D modelling software can export them.

This work on physics has me thinking about the flight model again. Initially, for network performance reasons, I was going to have some amount of "drag" in the flight model. Drag slows all movement over time, and this prevents too many objects moving at once (which could cause lag). It also makes flying a bit easier, since the spaceship acts more like a plane than a

However, having been able to test the network code in UoN for over a year now I have realised that we can support quite a number of moving objects. I would still use a very small amount of drag, so that everything would slow down and stop eventually, but it wouldn't be noticeable while flying around. Plus, just because drag makes flying easy, doesn't mean it make flying interesting or fun. :)

So I am going to experiment with a non-drag based flight system, where you keep going in a direction until you apply force in the opposite direction. This means that you can thrust in a direction and then spin around (attacking enemies) without slowing down or changing direction.

A flight system like that can be really difficult to fly, so (like a number of other games) there will be an automated flight assist system to keep you going where you want to go. It will use the thrusters and engines to stop drift and match your desired speeds. It won't be perfect though, the thrusters and engines have limited power so if you're pushing the ship hard (like trying to make a tight turn at high speed) they may not be able to keep up and so you will still drift. This flight assist system can be enabled and disabled at will.

You can of course go to Engineering and give more power to engines, giving you more control in those high speed turns, but that will increase the potential of your engines becoming unstable.

Due to data limits in multiplayer there will have to be an artificial maximum speed limit for entities (ships, objects etc.) within the game, but it will be "plenty fast". :)

Of course this is still all experimental, and there will be plenty of gameplay testing to do before it is finalised.

Before that, I'd love to get some input on it from you guys.


Thanks for reading!

Mark




17
Development & Discussion / Checking In
« on: December 18, 2016, 06:49:04 PM »
Hi all,

I just wanted to check in and let people know I am still actively working on UoN. At the moment all of the work is in coding for many of the different systems in the game, and none of it is visual at this point. On top of that creating and managing posts takes time away from actual development. I feel it is best to keep my head down, and only post once I have something big (and visual) to show.

This is a great time of the year for UoN development, my day job quietens down during December and January leaving me more time and mental space to work on the game.

Thank you for your continued support and patience.


Chat soon,

Mark


18
Development & Discussion / [Progress - 15th October] Engine Updates
« on: October 15, 2016, 03:04:13 PM »
Hi all,

This is a technical post, but I wanted to get back into the habit of writing progress posts.

In the time I have been occupied with work UoN's engine, Xenko, and GUI framework, Noesis, have received major updates. Both of these projects are absolutely brilliant, in terms of festures and code quality, and these updates make them even better.

The downside to this latest update is that both projects have made significant rendering changes (improvements). I need to reintegrate the Noesis renderer with the Xenko rendering system.

I have significant experience in programming gameplay, UI, networking, some physics, but practically none in graphics/rendering (I always used engines with their own renderers). I was able to integrate the previous version of Noesis but with their API changes I need to understand a lot more about what is going on to do it this time. For that reason I have begun to study DirectX, and I will be writing my own simple render to get a firm grip on it. That renderer won't be used in the game, Xenko's is simply brilliant, but it will give me the experience I need to do a really good Noesis Xenko integration.

I won't have any visuals to show for a while, but I will continue to post progress updates to keep people informed on development.


Thanks for reading,

Mark

19
Development & Discussion / "The Bends", a new illustration by Isaac
« on: October 10, 2016, 11:42:30 PM »
Hey all,


With all of the programming I have to do on the engine updates and UI implementation, it'll be a little while before there is any new gameplay to show.

The good news is that I have a new illustration from Isaac to share with you.

The concept came from the name Universe or Nothing, which is another way of saying "all or nothing". I wanted to focus on the "nothing", what happens with failure. Isaac took this idea and ran with it, creating this illustration of a UNION Kite class frigate wreck with it's back broken.

"The Bends", by Isaac Hannaford



Thanks for reading!

Mark

20
Development & Discussion / The Plan
« on: October 10, 2016, 10:38:21 AM »
Hey all,


So as I've mentioned in previous posts I've been very busy with my day job this past month-and-a-bit. I have had to work evenings and some weekends in order to deliver a new product to one of our major clients by the start of this month. That work went on a bit longer with some fixes and performance optimizations, but it is now coming to a close.

I have been developing this game part time for four years now, and in that time I have had to take breaks due to things happening in work and life, but I have always come back to it and this time is no different.

I've been giving a lot of thought as to what the next steps are for Universe or Nothing, and I believe the best thing is for me to focus on fully implementing the Engineering and Tactical UIs into the game. Once they are done I can use footage of them, along with the ship exterior shots, to market the game for our Kickstarter campaign.

I massively appreciate all of the support you guys have offered, and I will take you up on those offers once we're ready to go to Kickstarter. I think trying to expand our community base at this point would leave a lot of people bored waiting for new progress posts. So as we get closer to Kickstarter we will start a discussion on how we do some guerrilla marketing for UoN. :)

In terms of development my next task is to incorporate the latest updates from our game engine (Xenko) and UI system (Noesis GUI). Both of these have major updates which I'm excited about for programming reasons. :)


Thanks all!

Mark



21
Development & Discussion / Funding Plans
« on: August 22, 2016, 09:40:03 PM »
Hey all,


I've put off this post for quite a while now, as funding is such an awkward topic. I felt like I needed to show enough of what the game would be before talking about it, so that people wouldn't claim that I was either in it for the money, or incapable to delivering on my promises. I think I have passed that point.

The fact is without funding Universe or Nothing cannot be completed. I am doing my best over the past few years to get it as far as I can without funding, but ultimately this game is beyond the scope of one person working part-time. I have always worked on the game with the belief that we would secure funding, otherwise I wouldn't have put in all of the time that I have.

The good news is that all my work up to now means a lot of the heavy lifting is done (in terms of game design, art, and programming), which reduces the overall cost of completing the game.

The not-so-good news is that in order to complete the game we need a minimum of €150,000 (EUR). That would get us to a complete base game, with all of the features we have discussed excluding the dynamic campaign (the game would have scripted scenarios, which could be chained together). The dynamic campaign would be the primary stretch goal.

My plan is to do a Kickstarter campaign in a few months, I don't feel we're quite ready yet. I think it is important to show the Tactical Ops and Engineering roles in action, with some cinematic in-game combat footage, for the Kickstarter video. As well as that Kickstarter campaigns which are run without an already existing community are rarely successful, so I have to keep working on marketing the game to get more people interested (which only slows down my other work).

I won't lie, it's going to be tough to get to €150,000 on Kickstarter. I am going to continue to do my best to get there though.


Assuming that the game gets funded, whatever the amount, I will continue to expand the game in terms of extra features and content post-launch. That includes the dynamic campaign, if we don't reach that stretch goal in the Kickstarter campaign.


If you would like to help, the thing I need more than anything right now is for more people to know about Universe or Nothing. If you can help to spread the word online, across online communities (Reddit, Facebook, Twitter etc.), I would be forever grateful.


Thanks for reading!

Mark

22
Hey all,


I have applied the new colour scheme to the Engineering UI.

Click on the image below to view it full size.



23
Hi all,

Isaac has been helping me to improve the visual look of our UIs, with his help I have created a new colour scheme.


24
Hi all,

I've been iterating on the Turret Groups in Tactical Operations UI, and have finally gotten to a place where I am happy to share my progress and get some feedback on it.

Keep in mind that this is very much a work in progress, and there is lots to be added and tweaked (including target info for each Turret Group).

.

The concept is that you can drag and drop turrets between groups. Each group has a max capacity of 4 turrets.


Thanks!


25
Hey all,


Here is a first look at the Tactical Op UI.



As you can see the UIs will share many common elements, including the primary circle design.

There's still a lot of work to do, but I'd love to hear your thoughts.


26
Hey all,


I've been working on completing the Engineering UI design, and here it is (click for the full size version):


There are two big additions here since the last update.

The first is the System Pane Status, showing a graphic of the selected system along with a detailed view of it's current state (Integrity, Stability, Heat, Power, and Status Alerts). The graphic is placeholder, it will be a 3D render of the system using a holographic shader.

The second is the armor plating section and shield section indicators arrayed around the power wheel. The armor plating sections cover the systems which they protect, and the shield sections (usually front and rear) cover the armor plating sections which they protect. Armor sections show their current integrity as a percentage. Shields are either on (light blue) or off (dark green), when shields are on they block all damage to their underlying armor sections and the systems they contain.

I am a little concerned that the power wheel may look a little too visually "busy" now, but I like how it conveys it's information. What do you think?

I'll be working on a full write up of everything in it soon, but if you've any questions, critiques or suggestions I'd love to hear them.


Thanks for reading!

Mark

27
Development & Discussion / Universe or Nothing - Marketing Copy
« on: July 25, 2016, 01:12:47 PM »
Hey all,


We've been working on a new "marketing copy" for Universe or Nothing. This is the text which will go on the game page here and on Steam. We want it to excite people, while giving them a true flavour of the game.

It's light on technical detail, as technical detail can bore people who are not engaged, but we will provide that information elsewhere for people who want it.

The actual page will have better formatting and graphics, this is just the text on its own.

I'd love to get some feedback on this:

Quote
Have you ever wanted to be a spaceship Captain, facing real challenges and making meaningful choices; a Helmsman, evading missiles while keeping the enemy in your sights; a Tactical Officer, bringing destruction to your foes and managing away teams; a Science Officer, fighting an information war and directing researchers; or a Chief Engineer, pushing systems to their limits and overseeing technicians. If the answer is yes, Universe or Nothing is your game.

We want you to help shape the future of Universe or Nothing, join us for development discussion and updates on our forums (universeornothing.com/forums) or Facebook page (facebook.com/universeornothing).

Universe or Nothing is a command level space sim game featuring an expansive campaign with singleplayer and full cooperative play. Lean back in the Captain’s chair and give the orders, or drop into any of the roles on your bridge to take direct control. Travel silently on low power to ambush the enemy, or go in with guns blazing to overwhelm them. Carefully disable enemy ships to capture prisoners and maximise your salvage, or blow them out of the void to be sure of a quick get-away. Use strategically placed away teams to gather intel, or hack enemy comm arrays to discover the location of vulnerable assets. How to win the war is up to you, but win it you must. All the universe... or nothing, which shall it be?


The Bridge
As Captain you will be able to command and control four roles on the bridge of your ship; Helm, Tactics, Science and Engineering. Commanding involves issuing orders to your bridge crew, controlling means you take their seat and do it yourself.

Helm
A good helm officer understands the theory of flight in zero G, but a great one knows just when to fire thrusters to avoid that incoming tactical nuke. Your pilot will need to read the current situation and have the reflexes to react to it, protecting the ship with evasive manoeuvres while keeping the enemy within the firing arc of your turrets.

Tactics
They say a good tactical officer has a plan to kill everyone they meet, and a great one has plans to kill people they’ve only thought about meeting. Keep an eye on them though - they tend to take risks and push the ship beyond it’s limits. While on at least one occasion this has helped repel an invasion fleet, this practice has also resulted in many a ship becoming just another wreck drifting in the void...

Science
Science officers are the kind of people who interrupt delicate diplomatic transmissions to inform their captain that the enemy ship is displaying unusual power fluctuations in it’s aft scanning array. Now, sometimes this is nothing but a scientific curiosity, but occasionally it’s an indication that the enemy is about to burn a hole in your hull. The trick for any captain is in knowing which is which...

Engineering
The best engineers all share a common delusion - that the ship they are assigned to could explode at any moment. They’ll tell you that pushing the laser turrets any further could cause a catastrophic failure in the core, or that an emergency jump to cruise speed will rip the engine nacelles from their moorings. Don’t worry too much - it almost always turns out just fine. Almost always.


Features
  • Command a spaceship through an expansive campaign featuring dynamically generated content. Fully simulated systems allow you to play any way you want to, from loud and aggressive to silent and deadly.
  • Issue orders to, or directly control, four roles on the bridge of your ship; Helm, Tactical, Science and Engineering. Each role offers its own unique engaging experience, with a focus on “easy to pick up, difficult to master”.
  • Invite your friends on Steam to join your crew, taking over one or more roles on your bridge.
  • Fully realised 3D space with physics (velocity and momentum).
  • Optimised multiplayer networking designed for seamless internet play.
  • Customise your ship with systems (weapons, sensors, shields and engines) purchased from stations or salvaged from wrecks.
  • Extensive modding support with full Steam Workshop integration.

Universe or Nothing will be available on Steam in 2017, or via bootlegged holocube if you’re in the Centauri system.


[Edit]Modified marketing copy based on Blaze's suggestions[/Edit]

28
Hey all,

We've been putting a lot of work into the Universe or Nothing "brand", from the logo and website to descriptions, images and even press releases. We're gearing up to do a big marketing push over the coming months.

As well as that I've continued working on the Engineering UI:


I've been focusing primarily on Technicians. Technicians can be assigned to systems on the ship, providing boosts to those systems and opening up new actions which can be executed on them.

Technicians gain Experience Levels from working on systems, their current Experience Level is shown in the number of stars beside/below their name. Higher Experience Levels give the Technician bigger bonuses. Each Technician also has a speciality in one system type (Shields, Turrets, Sensors, Engines, Torpedos), when a Technician is working on a system which they specialise in, all of their bonuses are calculated at their current Experience Level + 1.

At Experience Level 1, 3 and 5 Technicians also gain a perk. Perks allow Technicians to become better at specific actions, such as Fire Fighting, Damage Control or Active Cooling.

This isn't a full write up of the Technicians system, we'll post that up after I've completed the Engineering UI design.


Thanks for reading!

Mark

29
Hi all,

Here is the latest version of the Engineering UI (click to view it in full):


Since the last update I've made tweaks to the power wheel, as well as refinements to the overall colour palette. It's much brighter now, and I've made interactive items more distinctive. Everything which can be interacted with has a bright blue border.

I'm now working on building out the Equipment Status pane, which displays information and options for the current selected system on the power wheel.

Right now I have the "Performance" breakdown there. Performance represents something different for each system type; for turrets it's damage, for shields it is damage deflection, for sensors it is sensor strength etc.

Base performance is based on the system's performance graph, with the current power level used to find the current base performance (the orange dashed line on the graph represents the current power-to-performance level). This base performance can then be affected by modifiers (like the system being damaged, or a technician providing a boost) to get the final performance (which for turrets is damage).


Thanks for reading!

Mark



30
Hi all,


We've been working on the logo design for UoN, and here it is:


The logo will be in black on light backgrounds, and white on dark backgrounds.


We've also created a desktop wallpaper of "Attack at Pentalus", Isaac's illustration of a UNION Kite class frigate being ambushed by two Centauri Alliance Takuba class frigates. You can view/download it below.

Universe or Nothing - Attack at Pentalus by Isaac Hannaford - Wallpaper 1920px x 1080px (16:9)


Universe or Nothing - Attack at Pentalus by Isaac Hannaford - Wallpaper 1920px x 1200px (16:10)



As always, your feedback is very welcome.

Thanks for reading!

Mark


Edit: I replaced the logo and wallpapers with new images, these contain the final version of the logo.

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