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Francis

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  1. Hmm that's curious, in today's announcement it reads "...and we continue as planned our road to Alpha for this September".
  2. backup 10-8-2017 In construction. (F3 to search for specific terms / timestamps). In some cases paraphrasing may be inaccurate. ♠ : Foundation - Unreal (2014/06-2016/04) ♣ : Production - Unigine / KS demo (2016/04-2016/10) ♥ : Pre-Alpha (2016/10-2017/...) ♦ : Alpha (2017-...) [V] : Video [T] : Text Dual Universe E3 2016 Teaser youtube.com/watch?v=B7QF0QsjkY8 ♣ 0m38s universe = seamless, editable, single shard ♣ 1m00s gameplay = emergent, rebuilding civilization Dual Universe Pre-Alpha Gameplay youtube.com/watch?v=6dPmVdMU434 ♣ 0m58s environment = procedurally generated, algorithm planting trees and placing objects on the ground ♣ 1m26s demo's space station = huge, 8km long ♣ 1m47s voxels = dig holes, add matter on the ground, shapes, spheres, cubes, dedicated tools to build ships, connect surfaces together ♣ 3m02s ships = mix of voxels & elements, modifiable freely ♣ 3m20s elements = functional parts (radar, weapons, cockpit...) ♣ 3m59s transition from planet to space = seemless ♣ 4m25s customizable UI, widgets, script necessary tools with LUA ♣ 5m2s automatic landing gears ♣ 6m16s planets and ships = completely editable, not meshes ♣ 6m43s decorative elements = aesthetics only, sci-fi looking ♣ 7m06s elements = screens placed freely, seats, customizable ♣ 7m36s screens = active elements in the ship, energy, container capacities, message requests ♣ 8m08s visible from space = all big objects, cities, big enough structures ♣ 8m55s technology = edit the world, create ships and structures of any size, all players hosted on the same server at the same time = continuous single shard cluster ♣ 9m25s emergent gameplay = tools to build anything, political structure, economy, territory Dual Universe DevDiary - Massively Multiplayer Server Technology Pre-Alpha Video youtube.com/watch?v=QeZtqoydXpc ♣ 0m15s game focus = emergent gameplay, building ♣ 0m25s unique universe = one big server, no instances, no zones ♣ 0m32s player-created = cities, spaceships, orbital stations, political / territorial / social structures ♣ 0m49s server technology = universe dynamically partitioned in cubic cells (particular machines) maintaining average maximum players per cell ♣ 1m30s test server architecture = dynamic space splitting ♣ 1m50s further away player = less frequent updates, compensated by interpolation techniques ♣ 2m22s server technology test = 1,000 thousand bots, full fledged simulated client, can interact with each others ♣ 2m55s performances so far = as expected ♣ 3m02s draw distance entities = depends on the size, ships seen from further away, frequency of updates adjusted based on the distance ♣ 3m30s server technology test = 700 to 800 bots, very high density of players possible Dual Universe DevDiary - Spaceship Building Gameplay Pre-Alpha Video youtube.com/watch?v=2zfnAtb6MZQ ♣ 0m30s core units = starting point, first element to deploy, creates a local matrix or frame to build larger buildings, comes in different sizes ♣ 0m55s shapes = made from materials (copper, polymers...), voxelized (dual contouring), deployed to create structures, sculpt any shape ♣ 1m30s grid view = display the grid (underlying snapping matrix) of the voxelized shapes, small scale grid of 25 cm or larger, more visual feedback planned ♣ 1m55s shape editing tools = select a volume, delete, undo, removing sphere volume, adapted for many situations ♣ 2m55s elements = many, cockpit, core unit, active components, functionalities (engine, screen, weapon...) appearance not customizable ♣ 3m18s cockpit = one of the control units, used to pilot the constructs, hosts LUA scripts to orchestrate other elements, auto-configure function = analyze the ship, locate the engine and elements, create the flight controller LUA script, easy for players who don't use script ♣ 4m25s engines = variety, different fuel types, trade-offs between autonomy and speed ♣ 4m51s surface linker tool = select two surfaces to fill the space between them ♣ 5m15s jetpack = tool for builders to look at constructions from above ♣ 5m39s directional unit = indicates to the auto-configure where the front of the ship is ♣ 5m55s engines = important elements, connected to the fuel tank with connector units ♣ 6m28s decorative elements = wings, aesthetics ♣ 6m58s voxelized shapes = used to protect elements from damage ♣ 7m08s paint tool = voxels can be painted, select a volume to paint ♣ 7m52s adjusters = tiny engines, do not require energy, essential to manoeuver the ship Dual Universe Kickstarter Video youtube.com/watch?v=RrOGOHA5ERI ♣ 0m35s game focus = craft, trade, conquer ♣ 0m53s player-owned world, rebuilding civilization Dual Universe "God Mode" Tour Pre-Alpha Video [HUGE WORLD] youtube.com/watch?v=JcC8hAqxPG0 ♣ 0m30s sci-fi sandbox mmorpg, single shard universe, one central server on which everybody connects to ♣ 1m25s the world is huge ♣ 2m03s seamless landing on planets ♣ 2m18s performances = details loaded progressively to manage the heavy rendering load ♣ 2m15s everything is editable ♣ 2m45s day night cycle, sun influencing shadows of the planets, lighting in real-time ♣ 3m45s no limit in the size of ships or constructions ♣ 4m20s control room entirely player-created, editable ♣ 5m0s weapons are customizable, voxelized shapes of ships can be edited with voxel tools ♣ 5m40s arkship = every player starts from that ship and where they respawn until implementation of resurrection nodes Dual Universe DevDiary - Voxel Technology Pre-Alpha Video youtube.com/watch?v=MWcuwt9bjHo ♣ 0m18s voxels = like Minecraft but more realistic, more complex shapes, allow players to build very large structures seen from a long distance ♣ 0m43s voxel network technological challenges = updates to allow other players to see the modifications made to the world ♣ 0m58s Novaquark's voxel engine ♣ 0m59s simple shapes (sphere, cube, cylinder, prism) = made out of smaller structures stored in the 3D matrix (Hermite data field, dual contouring) ♣ 1m29s entire planets or orbital stations made out of voxels, information about the Hermite data field stored based on different levels of detail ♣ 2m6s voxels = endless creative possibilities ♣ 2m7s advanced voxel tools = copy paste, symmetry management, other introduced with expensions, based on community feedback ♣ Kickstarter "Ask Me Anything" Event youtube.com/watch?v=efu_129hI9o 0m20s in-game technology = unlocked by the players over time, required to explore and expand 0m31s universe size at launch = Alioth planet surrended by 10 to 20 other planets, expansions = growing the universe, star gates, bridges to other solar systems, existing universe = very large, can be scanned, analyzed, known universe = accessible through technology 1m17s scripting = LUA, simple programming language, automating certain actions done with elements, can also be done without script, limits = number of actions per second, efficiency of the actions vs. done normally, no scripted mining nor actions that can hurt gameplay 2m12s limits to loading the elements = priority to those that are close, players need to stay within a certain distance of the elements for the scripts to be efficient or functional, scripts running at low frequency (automated defense mechanisms) while players are offline may exist after launch 3m10s scripts = attached the control units, control units = in-game asset, owned by a player or an organization, can be used in the name of the player or of the organization (permissions) 3m56s biomes = building blocks to create planets via procedural generation limited set of biomes at start, animals = limited set at launch, plants = maybe collect them to make medicines after launch, expensions = more variety, weather effects (rain) more complicated, has to be visible from space, maybe after launch 5m04s wheeled vehicles = not at launch, maybe expensions, hovercraft = at launch, vehicles that fly at low altitude, tanks and armored vehicles = built by the players, transport aircraft = unload attack forces in remote places 5m45s Kickstarter pets = cosmetic, follow players, can not die or be lost 6m10s extremely large structure = can be built by the players, require vast amount of resources and very long time, studio's technology = same tech to display constructs and planets, massive destruction weapons (death ray) = not possible, unfair for players 7m07s bounty system = countermeasure to avoid free for all PvP, consequences for more aggressive behaviors 7m50s master blueprint = blueprint made out of a construct owned by a player, can be used to create copies of the blueprint, permission required to copy master blueprint, "digital right management" to protect from reverse engineering 8m40s territory control = planets only at launch, expensions = ownership of solar systems, regions, etc. 9m12s PvE activities = minimal at launch, player-driven gameplay, economy, trade, politics, PvP 10m03s damage in construct vs. construct = based on voxels (holes), targeting a certain ship's part, amount of damage = based on stats, skills, types of weapons, protections, materials, etc. visual feedback = maybe, destroyed elements = loss of functionalities, collision between constructs = not happening, avoiding kamizake ships, projectiles = not physical objects, lock & fire (performances) 11m58s thousands of players in close areas, lock & fire targeting = trade off for performances, technical constraint, frequency of the updates = lower because of limitations, sniping with free aim = impossible with less accurate position update 13m10s LUA = completely transparent, open source, server sends the scripts, after launch maybe = preventing reverse engineering by obfuscate scripts, selling scripts = less likely, players exchange scripts outside of the game 14m35s day night cycle = based on planet rotation and the sun 15m03s farming, breeding, animals = possible 15m29s scanning = important feature, find rare materials, experts in mining = very valuable role 16m06s subscription = all future expensions free, cosmetic items = possible, tradable in-game, not reserved to cash shop users 16m55s server wipe = necessity to reset the world after Alpha and Beta, last chance for the studio to fine tune, improve procedural generation, distribution of the materials, blueprints = preserved during the wipe, way voxels are handled may change but blueprints can be converted with conversion scripts ♥ Dual Universe Crowdfunding Video youtube.com/watch?v=TyWZsuLmloo 0m18s DU = old gamer's dream, return to the root of MMO 0m28s every player in the same world = no boundaries, no instances, no zones, unique world = collective story that keep evolving, actions of the players matter 0m44s building = anything is possible (cities, buildings, ships, orbital stations), DU = emergent gameplay, the world is owned by the players 1m48s single shard universe = no loading screen, everyone plays in the same world at the same time, everything players do matter, real consequences (losing a battle may impact on the balance of power of the whole universe, creating a great spaceship may impact strategies of combat, exploring distant planets to discover a material = game changer for an organization), collective story 2m48s studio's technology = dynamic space splitting algorithm, level of detail optimization, transparent server migration, specific handling for high player density zones, voxel tech = replicate terrain & construct editions on the server 3m14 studio's technology = thousands of players can gather in close areas or large battles. Unprecedented at this scale. 3m30s rendering techniques = challenging (massive, single-shard realistic, continuous, consistent from the ground to space without loading screen), LoD technology = common to video games, studio's own new technology = continuous asynchronous texture baking (synthetic view of the textures from space) 4m17s building = crucial feature of the game, collect, transform, craft components, build and assemble functional constructs (house, spaceships, stations). 4m29s creating a construct = deploy a core unit (local frame that gets detached from the planet), deploy materials and sculpt into a shape (superstructure for the construct), add functionalities (purchase or craft elements: cockpit, radar, weapons, engines), script all the interactions between all elements (automatic configurator possible), going deep into the scripts = LUA scripts, modify it to make it perform specific tasks (players' own AI, defense mechanisms for outposts and ships = players need to be online and near to the construct (runs locally on players' machine), create blueprints to rebuild a construct or sell on the market 6m06s gameplay technology = multiplayer building and network interpolations 6m15s economy = realistic, player-driven, real sell and buy orders, with an equilibrium that establishes itself (supply and demand), launch = NPCs acting on the market at first, then let players trade for themselves, markets = set by the players wherever they want, containers and energy are required to power the market (define how big they become), markets have physical existence in the world = placing an order on a distant market means going there to retrieve the objects purchased, localized markets = emergent gameplay, specialization (zones), difficulty to obtain items, markets = allow players to specialize (sell mining production, buy crafted elements), players can trade their skills against things they need 7m28s PvP = 2 aspects (avatar vs. avatar, construct vs. construct = ship battle), avatar vs. avatar = armor / shield protection and specialized weapons, lock & fire, not twitch / reflex based, outcome decided based on stats, construct vs. construct = lock & fire 8m05s ship crew = lot of players, specialized activities (weaponry, repair system, other functionalities), goal = large battles between many ships where players can feel it from the inside (like in movies), single crew ships also possible (faster, used to harass larger ships, target specific defenses 8m55s Arkship = all players begin at this location (safe zone, 20 kilometers wide, indestructible, no valuable resources, players have to go out and explore), rest of the world is dangerous, other safe zones = on other planets, must be discovered, reason for exploration 9m36s access rights = way to protect players' assets, not easy to break, protection bubbles = artificial safe zones created by the players, extremely hard to destroy, not indestructible, more power / energy = more powerful safe zone, marketplaces can finance strong protection bubbles 10m08s territory control = important strategic element of gameplay (in particular for organizations), surface of planets = divided into hexagonal tiles (1 km of size) that players or organizations can claim, claiming a tile = deploying a territory units = very expensive and hard to craft, access rights = owner determine which players have which rights (entering, mining, building, taxes = defense system, infrastructure), shutting down territory unit = hacking or destroying it, buying it from the owner, territories = tool for organizations to enforce politics and collective orientation on land 11m11s character customization = gender, main colors of standard outfit, skill system / tree = many options to specialize (building, mining, trading, combat), learning skills = over time, offline skill training, reorientation possible 12m05s organizations = group of players deciding how they share power, similar to guilds or corps, legate = owner / leader, members = occupy functions defined by the legate, organization can contain other organizations (alliances, nations, planet gorvernments), very free form = any type of organization, rights and duties management system = tools to create organizations, either predefined templates (democracy, dictatorship, cooperation, pirats) or unique / customized political system. 13m43s emergent gameplay = everything is decided and created by the players (ships, cities, quests, stories), some content added by the studio at launch, gameplay mechanics / building blocks so the players can be creative, game design & orientation = certain behaviors are encouraged (advantages in building a city) 14m25s quests = job board, offered by other players (building large structures, gathering materials, securing constructionsites, spying, scouting), meaningful quests = players really need it to be done to achieve a goal (industry, exploration, warfare) 15m35s team presentation 17m29s funding ♥ Dual Universe DevDiary Updates - December 2016 | Pre-Alpha Video youtube.com/watch?v=WTvT4BAg7RI 0m28s placeholders = many elements are not final 0m42s WIP functional territory units, territory claim & terrority tile management 0m52 WIP rendering engine, ambient light, texture management, VFX (mining) 1m10 WIP tools for procedural generation configuraton, biome creation (forest, desert) 1m30s WIP server testing & performances, plans for a permanent test server with 10,000 players and constructs 1m45s scanning gameplay = radial scanner, placeholder UI ♥ Dual Universe DevDiary Updates - January 2017 | Pre-Alpha Video youtube.com/watch?v=iUTyiMjjf7w 0m32s WIP rendering icy (polar caps) and desert biomes 0m43s WIP day / night cycle, global illumination during night so players can see a bit in the dark 0m53s WIP voxel smoother tool, more possibilities sculpting voxels 1m03s WIP jetpacks while in building mode = players can fly to access all parts of the construct 1m20s WIP physics = engines applying forces that push the ships in certain directions, engine specificities (force decreases with altitude) to allow floating hovercraft 1m44s WIP nano-former = part of the UI dirextly integrated in the nano former 1m55s WIP first live test server = hundreds of bots, permanent, loaded environment, gradually increasing the stress on the server ♥ Dual Universe DevDiary Updates - February 2017 | Pre-Alpha Video youtube.com/watch?v=rNEgXg9vTik 0m40s WIP rework appearance of ship elements, darker and more sci-fi look, replacing placeholders with final design 0m57s WIP examples of ships 1m10s WIP ghost preview for element positioning & UI for copy-paste, rotating, templates, symmetry (speeding up creation of large structures) 1m55s WIP ship piloting dynamics, widgets = elements plugged in the controller unit (fuel container), customizable widgets via LUA (html & CSS) 2m38s WIP new automatic baking technique for textures, improved rendering, mid-distance viewing 2m53s WIP installer, loading screen, in-game tool tips 3m40s Alpha in September ♥ Dual Universe DevDiary Updates - March 2017 | Pre-Alpha Video youtube.com/watch?v=5yG5DtZcdd8 0m33s WIP widgets = basic flight informaton, engine thrust, acceleration, centralize throttle control (adjusting engine power) 0m49s WIP physics improvement = atmospheric and spacial engines (atmosphere resistance), escape velocity = ships orbit the planet when engines are shut down 1m15s WIP interpolation = better smoothness of movement (formation flying, races) 1m34s WIP interactive elements = can be combined to form simple contraptons (switches, laser based detectors, gates, detection zones, force field) based on signal propagation, plans to add more simple interactive constructs that don't require LUA scripting 2m22s WIP final design for elements (containers, core units, engines) ♥ Dual Universe DevDiary Updates - April 2017 | Pre-Alpha Video youtube.com/watch?v=GVJyfKNeOao 0m48s WIP physics system improved = everything in place for interplanetary travel (take off, leaving atmosphere, escape velocity, space travel, landing) 1m27s WIP ice biome = voxels, editable 1m43s WIP new assets (engine, light detector, pulser, remote control, manual button, operators) 2m0s WIP basic crafting (materials, refining, alloys) 2m18s WIP build mode improvement = windows with information on components of the ship and how it impacts on the flight (real-time manoeuvrability, performances, problems, aerodynamic profile, mass, fuel consumption, autonomy, acceleration) ♥ Dual Universe DevDiary Updates - May 2017 | Pre-Alpha Video youtube.com/watch?v=Vce1qcnyTpE 0m25s third party company = quality assurance, find bug, suggest improvement 1m0s WIP interplanetary flight, quick velocity gain due to no atmosphere, effects and trajectory monitor = help predict the movement of the ship 1m38s WIP retro engine = allign ship movement with front direction 1m55s WIP air friction VFX (heating) 2m15s WIP map of the planet = 3D interface, territory tiles, information, zoom, bookmarks, set a destination = markers and waypoints appearing visually in the game 3m28s WIP pulsor unit = interactive electronic element, pulses a signal / light 3m50s WIP pressure plate = button that activate when stepping on it, connects with doors 4m10s WIP new components, switches, logic gates 4m22s WIP new assets (engine, navigatorchair, bonzai, plant, trash, territory unit) ♥ Dual Universe DevDiary Updates - June 2017 | Pre-Alpha Video youtube.com/watch?v=pz-XcdbaC3E 0m15s Alpha = not full game, only selected gameplay, more features updated over time, fixes, based on community feedback 0m36s WIP improved building experience = new 3D brush shapes (cylinder, pyramid shape corner), more user friendly method to move voxel shapes (locking in a 2D plane) 1m31s WIP remote control element = controlling a ship from distance (decoupling the construct physics from player attachment) to visually assess manoeuvers players just programmed to the control unit 1m50s WIP physics and specific behaviours applied to remotely controlled ship (realism) 2m10s WIP physics applied to characters that jump off flying ships (realism) 2m40s WIP server test = thousand simulated players (bots), hundreds dynamic constructs (small ships) = more complicated than players (loading voxel information) 3m07s WIP new assets (board, factory, night stand, holograms, emergency unit) ♥ Dual Universe DevDiary Updates - July 2017 | Pre-Alpha Video youtube.com/watch?v=4Vrf50dZrv4 0m48s WIP control unit = controls many elements with LUA script, plug element in control unit and activate script editor window 1m15s WIP script editor = elements, selected elements, event handler, element types = programming board, manual switch, door, functions that can be invoked (buttons, doors, weapons, lasers), scripted interaction (button & door) 2m02s WIP screen unit = programmed to display text or html / SVG content, organization logo, ship map (can be modified on the fly, fully scriptable with LUA) 2m34s WIP emergency control unit = automatically triggers if ship falls, safety procedures to land ship and avoid damage by falling on the ground 3m0s WIP simplified damage model = impact elements only (voxel damage after Alpha), modified textures to display damage or VFX, damage can be repaired (consumes material), damage propagates to elements nearby (shockwave propagation) amount of damage depending on the distance of the impact 3m38s WIP new assets (radial atmo fuel tank, landing gears, paintings, hover) ♣ Dual Universe trailer and interview - PC Gaming Show 2016 youtube.com/watch?v=HKlx1ydHijA 1m52s DU = sci fi MMO, online virtual world where players can build anything and become whoever they want, everything is editable, everyone plays in the same continuous single shard universe, cities with thousands of players possible (technology) 3m05s DU = the game brings the best elements of other space sims together, actions of players really impactful (fame, meaning, everything matter, collective story, emergent gameplay, political system, economy, organizations, players build things together) 4m04s bringing players together = every player begins at the Arkship and spread from there, players can go further based on the advancement of technology (limit to how far players can explore) 4m22s quality of the player-generated content = balancing with forces and counter forces, equilibrium to be reached organically with some orientation given by the studio ♣ DUAL Universe: Developer Interview (Sci-Fi single-shard Sandbox game) youtube.com/watch?v=m1WMwIDWFKI 2m13s complex technology = been in development for several years (2016) 5m03s dynamic space splitting = overcrowded volume of space gets split seamlessly, distant players get updated less often (technology) 6m59s lock & fire combat (similar to EVE Online), based on skills and level of the weapons 7m30s objects' and players' position = outdated if they're far away or in huge battle, limit to how accurate the simulation can be in large battle, thousands of ships interacting with each others, building space ships and cities to be the focus of the game rather than ship battles 9m15s Copying ships = possible with blueprints and factories, players can sell blueprints, multiple professions based on economy & crafting (design, production, collection, transformation, trade, etc.) 9m48s complex market features = players' made marketplace (fees, competition, organic growth, reputation), most attractive ships will sell more = over time the quality of the ships will naturally increase 11m30s everything is modular or made of elements = no predetermined ship or construction design, physics-based features = everything in-game exists realistically in the world (capacity of the containers, power of an engine, energy, weight, restrictions, laws) 12m25s players can decide the type of economy they want (e.g. communism), free form 13m10s NQ provides the tools / building blocks but only limited content = reduced the cost of development 14m20s tools to create organizations are versatile (templates), players can create any type of organizations, no limits regarding the size or complexity 15m55s WIP technological ground to build gameplay, tools to modify the shape of the voxels, procedural generation of the planets, server technology 16m40s hardest part in development is the tech = NQ focused on this aspect 17m35s limited instant / fast travel = players have to unlock technology to travel faster = time and physics are the only real limit, universe to expand as players explore further, planets generated procedurally = possible to have billion planets, nothing is stored on the server unless there's a modification made by a player = only local area where modification happened is updated on the server, gigantic world is less of a concern (technology), NQ to give players reasons to populate the world (look for resources, to explore, become rich, build huge structures), large structure provide multiple different jobs (logistics, mining, technical setting, mercenaries), maybe some minor quests as tutorial = job boards will replace traditional quests 20m53s Alpha the next big milestone, feedback of the community very important, adjusting the roadmap and schedule based on feedback 21m35s Beta to begin about a year after Alpha debuts
  3. backup 8-8-17 In construction. (F3 to search for specific terms / timestamps). Paraphrases / tags : may contain inaccurate info. ♣ : video 2016 ♣ ♠ : video 2017 ♥ : text 2016 ♦ : text 2017 Dual Universe E3 2016 Teaser youtube.com/watch?v=B7QF0QsjkY8 ♣ 0m38s universe = seamless, editable, single shard ♣ 1m00s gameplay = emergent, rebuilding civilization Dual Universe Pre-Alpha Gameplay youtube.com/watch?v=6dPmVdMU434 ♣ 0m58s environment = procedurally generated, algorithm planting trees and placing objects on the ground ♣ 1m26s demo's space station = huge, 8km long ♣ 1m47s voxels = dig holes, add matter on the ground, shapes, spheres, cubes, dedicated tools to build ships, connect surfaces together ♣ 3m02s ships = mix of voxels & elements, modifiable freely ♣ 3m20s elements = functional parts (radar, weapons, cockpit...) ♣ 3m59s transition from planet to space = seemless ♣ 4m25s customizable UI, widgets, script necessary tools with LUA ♣ 5m2s automatic landing gears ♣ 6m16s planets and ships = completely editable, not meshes ♣ 6m43s decorative elements = aesthetics only, sci-fi looking ♣ 7m06s elements = screens placed freely, seats, customizable ♣ 7m36s screens = active elements in the ship, energy, container capacities, message requests ♣ 8m08s visible from space = all big objects, cities, big enough structures ♣ 8m55s technology = edit the world, create ships and structures of any size, all players hosted on the same server at the same time = continuous single shard cluster ♣ 9m25s emergent gameplay = tools to build anything, political structure, economy, territory Dual Universe DevDiary - Massively Multiplayer Server Technology Pre-Alpha Video youtube.com/watch?v=QeZtqoydXpc 0m15s game focus = emergent gameplay, building 0m25s unique universe = one big server, no instances, no zones 0m32s player-created = cities, spaceships, orbital stations, political / territorial / social structures 0m49s server technology = universe dynamically partitioned in cubic cells (particular machines) maintaining average maximum players per cell 1m30s test server architecture = dynamic space splitting 1m50s further away player = less frequent updates, compensated by interpolation techniques 2m22s server technology test = 1,000 thousand bots, full fledged simulated client, can interact with each others 2m55s performances so far = as expected 3m02s draw distance entities = depends on the size, ships seen from further away, frequency of updates adjusted based on the distance 3m30s server technology test = 700 to 800 bots, very high density of players possible Dual Universe DevDiary - Spaceship Building Gameplay Pre-Alpha Video youtube.com/watch?v=2zfnAtb6MZQ 0m30s core units = starting point, first element to deploy, creates a local matrix or frame to build larger buildings, comes in different sizes 0m55s shapes = made from materials (copper, polymers...), voxelized (dual contouring), deployed to create structures, sculpt any shape 1m30s grid view = display the grid (underlying snapping matrix) of the voxelized shapes, small scale grid of 25 cm or larger, more visual feedback planned 1m55s shape editing tools = select a volume, delete, undo, removing sphere volume, adapted for many situations 2m55s elements = many, cockpit, core unit, active components, functionalities (engine, screen, weapon...) appearance not customizable 3m18s cockpit = one of the control units, used to pilot the constructs, hosts LUA scripts to orchestrate other elements, auto-configure function = analyze the ship, locate the engine and elements, create the flight controller LUA script, easy for players who don't use script 4m25s engines = variety, different fuel types, trade-offs between autonomy and speed 4m51s surface linker tool = select two surfaces to fill the space between them 5m15s jetpack = tool for builders to look at constructions from above 5m39s directional unit = indicates to the auto-configure where the front of the ship is 5m55s engines = important elements, connected to the fuel tank with connector units 6m28s decorative elements = wings, aesthetics 6m58s voxelized shapes = used to protect elements from damage 7m08s paint tool = voxels can be painted, select a volume to paint 7m52s adjusters = tiny engines, do not require energy, essential to manoeuver the ship Dual Universe Kickstarter Video youtube.com/watch?v=RrOGOHA5ERI 0m35s game focus = craft, trade, conquer 0m53s player-owned world, rebuilding civilization Dual Universe "God Mode" Tour Pre-Alpha Video [HUGE WORLD] youtube.com/watch?v=JcC8hAqxPG0 0m30s sci-fi sandbox mmorpg, single shard universe, one central server on which everybody connects to 1m25s the world is huge 2m03s seamless landing on planets 2m18s performances = details loaded progressively to manage the heavy rendering load 2m15s everything is editable 2m45s day night cycle, sun influencing shadows of the planets, lighting in real-time 3m45s no limit in the size of ships or constructions 4m20s control room entirely player-created, editable 5m0s weapons are customizable, voxelized shapes of ships can be edited with voxel tools 5m40s arkship = every player starts from that ship and where they respawn until implementation of resurrection nodes Dual Universe DevDiary - Voxel Technology Pre-Alpha Video youtube.com/watch?v=MWcuwt9bjHo 0m18s voxels = like Minecraft but more realistic, more complex shapes, allow players to build very large structures seen from a long distance 0m43s voxel network technological challenges = updates to allow other players to see the modifications made to the world 0m58s Novaquark's voxel engine 0m59s simple shapes (sphere, cube, cylinder, prism) = made out of smaller structures stored in the 3D matrix (Hermite data field, dual contouring) 1m29s entire planets or orbital stations made out of voxels, information about the Hermite data field stored based on different levels of detail 2m6s voxels = endless creative possibilities 2m7s advanced voxel tools = copy paste, symmetry management, other introduced with expensions, based on community feedback Kickstarter "Ask Me Anything" Event youtube.com/watch?v=efu_129hI9o 0m20s in-game technology = unlocked by the players over time, required to explore and expand 0m31s universe size at launch = Alioth planet surrended by 10 to 20 other planets, expansions = growing the universe, star gates, bridges to other solar systems, existing universe = very large, can be scanned, analyzed, known universe = accessible through technology 1m17s scripting = LUA, simple programming language, automating certain actions done with elements, can also be done without script, limits = number of actions per second, efficiency of the actions vs. done normally, no scripted mining nor actions that can hurt gameplay 2m12s limits to loading the elements = priority to those that are close, players need to stay within a certain distance of the elements for the scripts to be efficient or functional, scripts running at low frequency (automated defense mechanisms) while players are offline may exist after launch 3m10s scripts = attached the control units, control units = in-game asset, owned by a player or an organization, can be used in the name of the player or of the organization (permissions) 3m56s biomes = building blocks to create planets via procedural generation limited set of biomes at start, animals = limited set at launch, plants = maybe collect them to make medicines after launch, expensions = more variety, weather effects (rain) more complicated, has to be visible from space, maybe after launch 5m04s wheeled vehicles = not at launch, maybe expensions, hovercraft = at launch, vehicles that fly at low altitude, tanks and armored vehicles = built by the players, transport aircraft = unload attack forces in remote places 5m45s Kickstarter pets = cosmetic, follow players, can not die or be lost 6m10s extremely large structure = can be built by the players, require vast amount of resources and very long time, studio's technology = same tech to display constructs and planets, massive destruction weapons (death ray) = not possible, unfair for players 7m07s bounty system = countermeasure to avoid free for all PvP, consequences for more aggressive behaviors 7m50s master blueprint = blueprint made out of a construct owned by a player, can be used to create copies of the blueprint, permission required to copy master blueprint, "digital right management" to protect from reverse engineering 8m40s territory control = planets only at launch, expensions = ownership of solar systems, regions, etc. 9m12s PvE activities = minimal at launch, player-driven gameplay, economy, trade, politics, PvP 10m03s damage in construct vs. construct = based on voxels (holes), targeting a certain ship's part, amount of damage = based on stats, skills, types of weapons, protections, materials, etc. visual feedback = maybe, destroyed elements = loss of functionalities, collision between constructs = not happening, avoiding kamizake ships, projectiles = not physical objects, lock & fire (performances) 11m58s thousands of players in close areas, lock & fire targeting = trade off for performances, technical constraint, frequency of the updates = lower because of limitations, sniping with free aim = impossible with less accurate position update 13m10s LUA = completely transparent, open source, server sends the scripts, after launch maybe = preventing reverse engineering by obfuscate scripts, selling scripts = less likely, players exchange scripts outside of the game 14m35s day night cycle = based on planet rotation and the sun 15m03s farming, breeding, animals = possible 15m29s scanning = important feature, find rare materials, experts in mining = very valuable role 16m06s subscription = all future expensions free, cosmetic items = possible, tradable in-game, not reserved to cash shop users 16m55s server wipe = necessity to reset the world after Alpha and Beta, last chance for the studio to fine tune, improve procedural generation, distribution of the materials, blueprints = preserved during the wipe, way voxels are handled may change but blueprints can be converted with conversion scripts Dual Universe Crowdfunding Video youtube.com/watch?v=TyWZsuLmloo 0m18s DU = old gamer's dream, return to the root of MMO 0m28s every player in the same world = no boundaries, no instances, no zones, unique world = collective story that keep evolving, actions of the players matter 0m44s building = anything is possible (cities, buildings, ships, orbital stations), DU = emergent gameplay, the world is owned by the players 1m48s single shard universe = no loading screen, everyone plays in the same world at the same time, everything players do matter, real consequences (losing a battle may impact on the balance of power of the whole universe, creating a great spaceship may impact strategies of combat, exploring distant planets to discover a material = game changer for an organization), collective story 2m48s studio's technology = dynamic space splitting algorithm, level of detail optimization, transparent server migration, specific handling for high player density zones, voxel tech = replicate terrain & construct editions on the server 3m14 studio's technology = thousands of players can gather in close areas or large battles. Unprecedented at this scale. 3m30s rendering techniques = challenging (massive, single-shard realistic, continuous, consistent from the ground to space without loading screen), LoD technology = common to video games, studio's own new technology = continuous asynchronous texture baking (synthetic view of the textures from space) 4m17s building = crucial feature of the game, collect, transform, craft components, build and assemble functional constructs (house, spaceships, stations). 4m29s creating a construct = deploy a core unit (local frame that gets detached from the planet), deploy materials and sculpt into a shape (superstructure for the construct), add functionalities (purchase or craft elements: cockpit, radar, weapons, engines), script all the interactions between all elements (automatic configurator possible), going deep into the scripts = LUA scripts, modify it to make it perform specific tasks (players' own AI, defense mechanisms for outposts and ships = players need to be online and near to the construct (runs locally on players' machine), create blueprints to rebuild a construct or sell on the market 6m06s gameplay technology = multiplayer building and network interpolations 6m15s economy = realistic, player-driven, real sell and buy orders, with an equilibrium that establishes itself (supply and demand), launch = NPCs acting on the market at first, then let players trade for themselves, markets = set by the players wherever they want, containers and energy are required to power the market (define how big they become), markets have physical existence in the world = placing an order on a distant market means going there to retrieve the objects purchased, localized markets = emergent gameplay, specialization (zones), difficulty to obtain items, markets = allow players to specialize (sell mining production, buy crafted elements), players can trade their skills against things they need 7m28s PvP = 2 aspects (avatar vs. avatar, construct vs. construct = ship battle), avatar vs. avatar = armor / shield protection and specialized weapons, lock & fire, not twitch / reflex based, outcome decided based on stats, construct vs. construct = lock & fire 8m05s ship crew = lot of players, specialized activities (weaponry, repair system, other functionalities), goal = large battles between many ships where players can feel it from the inside (like in movies), single crew ships also possible (faster, used to harass larger ships, target specific defenses 8m55s Arkship = all players begin at this location (safe zone, 20 kilometers wide, indestructible, no valuable resources, players have to go out and explore), rest of the world is dangerous, other safe zones = on other planets, must be discovered, reason for exploration 9m36s access rights = way to protect players' assets, not easy to break, protection bubbles = artificial safe zones created by the players, extremely hard to destroy, not indestructible, more power / energy = more powerful safe zone, marketplaces can finance strong protection bubbles 10m08s territory control = important strategic element of gameplay (in particular for organizations), surface of planets = divided into hexagonal tiles (1 km of size) that players or organizations can claim, claiming a tile = deploying a territory units = very expensive and hard to craft, access rights = owner determine which players have which rights (entering, mining, building, taxes = defense system, infrastructure), shutting down territory unit = hacking or destroying it, buying it from the owner, territories = tool for organizations to enforce politics and collective orientation on land 11m11s character customization = gender, main colors of standard outfit, skill system / tree = many options to specialize (building, mining, trading, combat), learning skills = over time, offline skill training, reorientation possible 12m05s organizations = group of players deciding how they share power, similar to guilds or corps, legate = owner / leader, members = occupy functions defined by the legate, organization can contain other organizations (alliances, nations, planet gorvernments), very free form = any type of organization, rights and duties management system = tools to create organizations, either predefined templates (democracy, dictatorship, cooperation, pirats) or unique / customized political system. 13m43s emergent gameplay = everything is decided and created by the players (ships, cities, quests, stories), some content added by the studio at launch, gameplay mechanics / building blocks so the players can be creative, game design & orientation = certain behaviors are encouraged (advantages in building a city) 14m25s quests = job board, offered by other players (building large structures, gathering materials, securing constructionsites, spying, scouting), meaningful quests = players really need it to be done to achieve a goal (industry, exploration, warfare) 15m35s team presentation 17m29s funding Dual Universe DevDiary Updates - December 2016 | Pre-Alpha Video youtube.com/watch?v=WTvT4BAg7RI 0m28s placeholders = many elements are not final 0m42s WIP functional territory units, territory claim & terrority tile management 0m52 WIP rendering engine, ambient light, texture management, VFX (mining) 1m10 WIP tools for procedural generation configuraton, biome creation (forest, desert) 1m30s WIP server testing & performances, plans for a permanent test server with 10,000 players and constructs 1m45s scanning gameplay = radial scanner, placeholder UI Dual Universe DevDiary Updates - January 2017 | Pre-Alpha Video youtube.com/watch?v=iUTyiMjjf7w 0m32s WIP rendering icy (polar caps) and desert biomes 0m43s WIP day / night cycle, global illumination during night so players can see a bit in the dark 0m53s WIP voxel smoother tool, more possibilities sculpting voxels 1m03s WIP jetpacks while in building mode = players can fly to access all parts of the construct 1m20s WIP physics = engines applying forces that push the ships in certain directions, engine specificities (force decreases with altitude) to allow floating hovercraft 1m44s WIP nano-former = part of the UI dirextly integrated in the nano former 1m55s WIP first live test server = hundreds of bots, permanent, loaded environment, gradually increasing the stress on the server Dual Universe DevDiary Updates - February 2017 | Pre-Alpha Video youtube.com/watch?v=rNEgXg9vTik 0m40s WIP rework appearance of ship elements, darker and more sci-fi look, replacing placeholders with final design 0m57s WIP examples of ships 1m10s WIP ghost preview for element positioning & UI for copy-paste, rotating, templates, symmetry (speeding up creation of large structures) 1m55s WIP ship piloting dynamics, widgets = elements plugged in the controller unit (fuel container), customizable widgets via LUA (html & CSS) 2m38s WIP new automatic baking technique for textures, improved rendering, mid-distance viewing 2m53s WIP installer, loading screen, in-game tool tips 3m40s Alpha in September Dual Universe DevDiary Updates - March 2017 | Pre-Alpha Video youtube.com/watch?v=5yG5DtZcdd8 0m33s WIP widgets = basic flight informaton, engine thrust, acceleration, centralize throttle control (adjusting engine power) 0m49s WIP physics improvement = atmospheric and spacial engines (atmosphere resistance), escape velocity = ships orbit the planet when engines are shut down 1m15s WIP interpolation = better smoothness of movement (formation flying, races) 1m34s WIP interactive elements = can be combined to form simple contraptons (switches, laser based detectors, gates, detection zones, force field) based on signal propagation, plans to add more simple interactive constructs that don't require LUA scripting 2m22s WIP final design for elements (containers, core units, engines) Dual Universe DevDiary Updates - April 2017 | Pre-Alpha Video youtube.com/watch?v=GVJyfKNeOao 0m48s WIP physics system improved = everything in place for interplanetary travel (take off, leaving atmosphere, escape velocity, space travel, landing) 1m27s WIP ice biome = voxels, editable 1m43s WIP new assets (engine, light detector, pulser, remote control, manual button, operators) 2m0s WIP basic crafting (materials, refining, alloys) 2m18s WIP build mode improvement = windows with information on components of the ship and how it impacts on the flight (real-time manoeuvrability, performances, problems, aerodynamic profile, mass, fuel consumption, autonomy, acceleration) Dual Universe DevDiary Updates - May 2017 | Pre-Alpha Video youtube.com/watch?v=Vce1qcnyTpE 0m25s third party company = quality assurance, find bug, suggest improvement 1m0s WIP interplanetary flight, quick velocity gain due to no atmosphere, effects and trajectory monitor = help predict the movement of the ship 1m38s WIP retro engine = allign ship movement with front direction 1m55s WIP air friction VFX (heating) 2m15s WIP map of the planet = 3D interface, territory tiles, information, zoom, bookmarks, set a destination = markers and waypoints appearing visually in the game 3m28s WIP pulsor unit = interactive electronic element, pulses a signal / light 3m50s WIP pressure plate = button that activate when stepping on it, connects with doors 4m10s WIP new components, switches, logic gates 4m22s WIP new assets (engine, navigatorchair, bonzai, plant, trash, territory unit) Dual Universe DevDiary Updates - June 2017 | Pre-Alpha Video youtube.com/watch?v=pz-XcdbaC3E 0m15s Alpha = not full game, only selected gameplay, more features updated over time, fixes, based on community feedback 0m36s WIP improved building experience = new 3D brush shapes (cylinder, pyramid shape corner), more user friendly method to move voxel shapes (locking in a 2D plane) 1m31s WIP remote control element = controlling a ship from distance (decoupling the construct physics from player attachment) to visually assess manoeuvers players just programmed to the control unit 1m50s WIP physics and specific behaviours applied to remotely controlled ship (realism) 2m10s WIP physics applied to characters that jump off flying ships (realism) 2m40s WIP server test = thousand simulated players (bots), hundreds dynamic constructs (small ships) = more complicated than players (loading voxel information) 3m07s WIP new assets (board, factory, night stand, holograms, emergency unit) Dual Universe DevDiary Updates - July 2017 | Pre-Alpha Video youtube.com/watch?v=4Vrf50dZrv4 0m48s WIP control unit = controls many elements with LUA script, plug element in control unit and activate script editor window 1m15s WIP script editor = elements, selected elements, event handler, element types = programming board, manual switch, door, functions that can be invoked (buttons, doors, weapons, lasers), scripted interaction (button & door) 2m02s WIP screen unit = programmed to display text or html / SVG content, organization logo, ship map (can be modified on the fly, fully scriptable with LUA) 2m34s WIP emergency control unit = automatically triggers if ship falls, safety procedures to land ship and avoid damage by falling on the ground 3m0s WIP simplified damage model = impact elements only (voxel damage after Alpha), modified textures to display damage or VFX, damage can be repaired (consumes material), damage propagates to elements nearby (shockwave propagation) amount of damage depending on the distance of the impact 3m38s WIP new assets (radial atmo fuel tank, landing gears, paintings, hover) Dual Universe trailer and interview - PC Gaming Show 2016 youtube.com/watch?v=HKlx1ydHijA 1m52s DU = sci fi MMO, online virtual world where players can build anything and become whoever they want, everything is editable, everyone plays in the same continuous single shard universe, cities with thousands of players possible (technology) 3m05s DU = the game brings the best elements of other space sims together, actions of players really impactful (fame, meaning, everything matter, collective story, emergent gameplay, political system, economy, organizations, players build things together) 4m04s bringing players together = every player begins at the Arkship and spread from there, players can go further based on the advancement of technology (limit to how far players can explore) 4m22s quality of the player-generated content = balancing with forces and counter forces, equilibrium to be reached organically with some orientation given by the studio DUAL Universe: Developer Interview (Sci-Fi single-shard Sandbox game) youtube.com/watch?v=m1WMwIDWFKI 2m13s complex technology = been in development for several years (2016) 5m03s dynamic space splitting = overcrowded volume of space gets splitted seamlessly, distant players get updated less often (technology)
  4. In construction. (F3 to search for specific terms / timestamps). In some cases paraphrasing may be inaccurate. ♠ : Foundation - Unreal (2014/06-2016/04) ♣ : Production - Unigine / KS demo (2016/04-2016/10) ♥ : Pre-Alpha (2016/10-2017/...) ♦ : Alpha (2017-...) [V] : Video [T] : Text Dual Universe E3 2016 Teaser youtube.com/watch?v=B7QF0QsjkY8 ♣ 0m38s universe = seamless, editable, single shard ♣ 1m00s gameplay = emergent, rebuilding civilization Dual Universe Pre-Alpha Gameplay youtube.com/watch?v=6dPmVdMU434 ♣ 0m58s environment = procedurally generated, algorithm planting trees and placing objects on the ground ♣ 1m26s demo's space station = huge, 8km long ♣ 1m47s voxels = dig holes, add matter on the ground, shapes, spheres, cubes, dedicated tools to build ships, connect surfaces together ♣ 3m02s ships = mix of voxels & elements, modifiable freely ♣ 3m20s elements = functional parts (radar, weapons, cockpit...) ♣ 3m59s transition from planet to space = seemless ♣ 4m25s customizable UI, widgets, script necessary tools with LUA ♣ 5m2s automatic landing gears ♣ 6m16s planets and ships = completely editable, not meshes ♣ 6m43s decorative elements = aesthetics only, sci-fi looking ♣ 7m06s elements = screens placed freely, seats, customizable ♣ 7m36s screens = active elements in the ship, energy, container capacities, message requests ♣ 8m08s visible from space = all big objects, cities, big enough structures ♣ 8m55s technology = edit the world, create ships and structures of any size, all players hosted on the same server at the same time = continuous single shard cluster ♣ 9m25s emergent gameplay = tools to build anything, political structure, economy, territory Dual Universe DevDiary - Massively Multiplayer Server Technology Pre-Alpha Video youtube.com/watch?v=QeZtqoydXpc ♣ 0m15s game focus = emergent gameplay, building ♣ 0m25s unique universe = one big server, no instances, no zones ♣ 0m32s player-created = cities, spaceships, orbital stations, political / territorial / social structures ♣ 0m49s server technology = universe dynamically partitioned in cubic cells (particular machines) maintaining average maximum players per cell ♣ 1m30s test server architecture = dynamic space splitting ♣ 1m50s further away player = less frequent updates, compensated by interpolation techniques ♣ 2m22s server technology test = 1,000 thousand bots, full fledged simulated client, can interact with each others ♣ 2m55s performances so far = as expected ♣ 3m02s draw distance entities = depends on the size, ships seen from further away, frequency of updates adjusted based on the distance ♣ 3m30s server technology test = 700 to 800 bots, very high density of players possible Dual Universe DevDiary - Spaceship Building Gameplay Pre-Alpha Video youtube.com/watch?v=2zfnAtb6MZQ ♣ 0m30s core units = starting point, first element to deploy, creates a local matrix or frame to build larger buildings, comes in different sizes ♣ 0m55s shapes = made from materials (copper, polymers...), voxelized (dual contouring), deployed to create structures, sculpt any shape ♣ 1m30s grid view = display the grid (underlying snapping matrix) of the voxelized shapes, small scale grid of 25 cm or larger, more visual feedback planned ♣ 1m55s shape editing tools = select a volume, delete, undo, removing sphere volume, adapted for many situations ♣ 2m55s elements = many, cockpit, core unit, active components, functionalities (engine, screen, weapon...) appearance not customizable ♣ 3m18s cockpit = one of the control units, used to pilot the constructs, hosts LUA scripts to orchestrate other elements, auto-configure function = analyze the ship, locate the engine and elements, create the flight controller LUA script, easy for players who don't use script ♣ 4m25s engines = variety, different fuel types, trade-offs between autonomy and speed ♣ 4m51s surface linker tool = select two surfaces to fill the space between them ♣ 5m15s jetpack = tool for builders to look at constructions from above ♣ 5m39s directional unit = indicates to the auto-configure where the front of the ship is ♣ 5m55s engines = important elements, connected to the fuel tank with connector units ♣ 6m28s decorative elements = wings, aesthetics ♣ 6m58s voxelized shapes = used to protect elements from damage ♣ 7m08s paint tool = voxels can be painted, select a volume to paint ♣ 7m52s adjusters = tiny engines, do not require energy, essential to manoeuver the ship Dual Universe Kickstarter Video youtube.com/watch?v=RrOGOHA5ERI ♣ 0m35s game focus = craft, trade, conquer ♣ 0m53s player-owned world, rebuilding civilization Dual Universe "God Mode" Tour Pre-Alpha Video [HUGE WORLD] youtube.com/watch?v=JcC8hAqxPG0 ♣ 0m30s sci-fi sandbox mmorpg, single shard universe, one central server on which everybody connects to ♣ 1m25s the world is huge ♣ 2m03s seamless landing on planets ♣ 2m18s performances = details loaded progressively to manage the heavy rendering load ♣ 2m15s everything is editable ♣ 2m45s day night cycle, sun influencing shadows of the planets, lighting in real-time ♣ 3m45s no limit in the size of ships or constructions ♣ 4m20s control room entirely player-created, editable ♣ 5m0s weapons are customizable, voxelized shapes of ships can be edited with voxel tools ♣ 5m40s arkship = every player starts from that ship and where they respawn until implementation of resurrection nodes Dual Universe DevDiary - Voxel Technology Pre-Alpha Video youtube.com/watch?v=MWcuwt9bjHo ♣ 0m18s voxels = like Minecraft but more realistic, more complex shapes, allow players to build very large structures seen from a long distance ♣ 0m43s voxel network technological challenges = updates to allow other players to see the modifications made to the world ♣ 0m58s Novaquark's voxel engine ♣ 0m59s simple shapes (sphere, cube, cylinder, prism) = made out of smaller structures stored in the 3D matrix (Hermite data field, dual contouring) ♣ 1m29s entire planets or orbital stations made out of voxels, information about the Hermite data field stored based on different levels of detail ♣ 2m6s voxels = endless creative possibilities ♣ 2m7s advanced voxel tools = copy paste, symmetry management, other tools introduced with expansions, based on community feedback Kickstarter "Ask Me Anything" Event youtube.com/watch?v=efu_129hI9o&t= ♣ 0m20s in-game technology = unlocked by the players over time, required to explore and expand ♣ 0m31s universe size at launch = Alioth planet surrended by 10 to 20 other planets, expansions = growing the universe, star gates, bridges to other solar systems, existing universe = very large, can be scanned, analyzed, known universe = accessible through technology ♣ 1m17s scripting = LUA, simple programming language, automating certain actions done with elements, can also be done without script, limits = number of actions per second, efficiency of the actions vs. done normally, no scripted mining nor actions that can hurt gameplay ♣ 2m12s limits to loading the elements = priority to those that are close, players need to stay within a certain distance of the elements for the scripts to be efficient or functional, scripts running at low frequency (automated defense mechanisms) while players are offline may exist after launch ♣ 3m10s scripts = attached the control units, control units = in-game asset, owned by a player or an organization, can be used in the name of the player or of the organization (permissions) ♣ 3m56s biomes = building blocks to create planets via procedural generation limited set of biomes at start, animals = limited set at launch, plants = maybe collect them to make medicines after launch, expensions = more variety, weather effects (rain) more complicated, has to be visible from space, maybe after launch ♣ 5m04s wheeled vehicles = not at launch, maybe expensions, hovercraft = at launch, vehicles that fly at low altitude, tanks and armored vehicles = built by the players, transport aircraft = unload attack forces in remote places ♣ 5m45s Kickstarter pets = cosmetic, follow players, can not die or be lost ♣ 6m10s extremely large structure = can be built by the players, require vast amount of resources and very long time, studio's technology = same tech to display constructs and planets, massive destruction weapons (death ray) = not possible, unfair for players ♣ 7m07s bounty system = countermeasure to avoid free for all PvP, consequences for more aggressive behaviors ♣ 7m50s master blueprint = blueprint made out of a construct owned by a player, can be used to create copies of the blueprint, permission required to copy master blueprint, "digital right management" to protect from reverse engineering ♣ 8m40s territory control = planets only at launch, expensions = ownership of solar systems, regions, etc. ♣ 9m12s PvE activities = minimal at launch, player-driven gameplay, economy, trade, politics, PvP ♣ 10m03s damage in construct vs. construct = based on voxels (holes), targeting a certain ship's part, amount of damage = based on stats, skills, types of weapons, protections, materials, etc. visual feedback = maybe, destroyed elements = loss of functionalities, collision between constructs = not happening, avoiding kamizake ships, projectiles = not physical objects, lock & fire (performances) ♣ 11m58s thousands of players in close areas, lock & fire targeting = trade off for performances, technical constraint, frequency of the updates = lower because of limitations, sniping with free aim = impossible with less accurate position update ♣ 13m10s LUA = completely transparent, open source, server sends the scripts, after launch maybe = preventing reverse engineering by obfuscate scripts, selling scripts = less likely, players exchange scripts outside of the game ♣ 14m35s day night cycle = based on planet rotation and the sun ♣ 15m03s farming, breeding, animals = maybe ♣ 15m29s scanning = important feature, find rare materials, experts in mining = very valuable role ♣ 16m06s subscription = all future expensions free, cosmetic items = possible, tradable in-game, not reserved to cash shop users ♣ 16m55s server wipe = necessity to reset the world after Alpha and Beta, last chance for the studio to fine tune, improve procedural generation, distribution of the materials, blueprints = preserved during the wipe, way voxels are handled may change but blueprints can be converted with conversion scripts Dual Universe Crowdfunding Video youtube.com/watch?v=TyWZsuLmloo ♥ 0m18s DU = old gamer's dream, return to the root of MMO ♥ 0m28s every player in the same world = no boundaries, no instances, no zones, unique world = collective story that keep evolving, actions of the players matter ♥ 0m44s building = anything is possible (cities, buildings, ships, orbital stations), DU = emergent gameplay, the world is owned by the players ♥ 1m48s single shard universe = no loading screen, everyone plays in the same world at the same time, everything players do matter, real consequences (losing a battle may impact on the balance of power of the whole universe, creating a great spaceship may impact strategies of combat, exploring distant planets to discover a material = game changer for an organization), collective story ♥ 2m48s studio's technology = dynamic space splitting algorithm, level of detail optimization, transparent server migration, specific handling for high player density zones, voxel tech = replicate terrain & construct editions on the server ♥ 3m14 studio's technology = thousands of players can gather in close areas or large battles. Unprecedented at this scale. ♥ 3m30s rendering techniques = challenging (massive, single-shard realistic, continuous, consistent from the ground to space without loading screen), LoD technology = common to video games, studio's own new technology = continuous asynchronous texture baking (synthetic view of the textures from space) ♥ 4m17s building = crucial feature of the game, collect, transform, craft components, build and assemble functional constructs (house, spaceships, stations). ♥ 4m29s creating a construct = deploy a core unit (local frame that gets detached from the planet), deploy materials and sculpt into a shape (superstructure for the construct), add functionalities (purchase or craft elements: cockpit, radar, weapons, engines), script all the interactions between all elements (automatic configurator possible), going deep into the scripts = LUA scripts, modify it to make it perform specific tasks (players' own AI, defense mechanisms for outposts and ships = players need to be online and near to the construct (runs locally on players' machine), create blueprints to rebuild a construct or sell on the market ♥ 6m06s gameplay technology = multiplayer building and network interpolations ♥ 6m15s economy = realistic, player-driven, real sell and buy orders, with an equilibrium that establishes itself (supply and demand), launch = NPCs acting on the market at first, then let players trade for themselves, markets = set by the players wherever they want, containers and energy are required to power the market (define how big they become), markets have physical existence in the world = placing an order on a distant market means going there to retrieve the objects purchased, localized markets = emergent gameplay, specialization (zones), difficulty to obtain items, markets = allow players to specialize (sell mining production, buy crafted elements), players can trade their skills against things they need ♥ 7m28s PvP = 2 aspects (avatar vs. avatar, construct vs. construct = ship battle), avatar vs. avatar = armor / shield protection and specialized weapons, lock & fire, not twitch / reflex based, outcome decided based on stats, construct vs. construct = lock & fire ♥ 8m05s ship crew = lot of players, specialized activities (weaponry, repair system, other functionalities), goal = large battles between many ships where players can feel it from the inside (like in movies), single crew ships also possible (faster, used to harass larger ships, target specific defenses ♥ 8m55s Arkship = all players begin at this location (safe zone, 20 kilometers wide, indestructible, no valuable resources, players have to go out and explore), rest of the world is dangerous, other safe zones = on other planets, must be discovered, reason for exploration ♥ 9m36s access rights = way to protect players' assets, not easy to break, protection bubbles = artificial safe zones created by the players, extremely hard to destroy, not indestructible, more power / energy = more powerful safe zone, marketplaces can finance strong protection bubbles ♥ 10m08s territory control = important strategic element of gameplay (in particular for organizations), surface of planets = divided into hexagonal tiles (1 km of size) that players or organizations can claim, claiming a tile = deploying a territory units = very expensive and hard to craft, access rights = owner determine which players have which rights (entering, mining, building, taxes = defense system, infrastructure), shutting down territory unit = hacking or destroying it, buying it from the owner, territories = tool for organizations to enforce politics and collective orientation on land ♥ 11m11s character customization = gender, main colors of standard outfit, skill system / tree = many options to specialize (building, mining, trading, combat), learning skills = over time, offline skill training, reorientation possible ♥ 12m05s organizations = group of players deciding how they share power, similar to guilds or corps, legate = owner / leader, members = occupy functions defined by the legate, organization can contain other organizations (alliances, nations, planet governments), very free form = any type of organization, rights and duties management system = tools to create organizations, either predefined templates (democracy, dictatorship, cooperation, pirats) or unique / customized political system. ♥ 13m43s emergent gameplay = everything is decided and created by the players (ships, cities, quests, stories), some content added by the studio at launch, gameplay mechanics / building blocks so the players can be creative, game design & orientation = certain behaviors are encouraged (advantages in building a city) ♥ 14m25s quests = job board, offered by other players (building large structures, gathering materials, securing constructionsites, spying, scouting), meaningful quests = players really need it to be done to achieve a goal (industry, exploration, warfare) ♥ 15m35s team presentation ♥ 17m29s funding Dual Universe DevDiary Updates - December 2016 | Pre-Alpha Video youtube.com/watch?v=WTvT4BAg7RI ♥ 0m28s placeholders = many elements are not final ♥ 0m42s WIP functional territory units, territory claim & terrority tile management ♥ 0m52s WIP rendering engine, ambient light, texture management, VFX (mining) ♥ 1m10s WIP tools for procedural generation configuraton, biome creation (forest, desert) ♥ 1m30s WIP server testing & performances, plans for a permanent test server with 10,000 players and constructs ♥ 1m45s scanning gameplay = radial scanner, placeholder UI Dual Universe DevDiary Updates - January 2017 | Pre-Alpha Video youtube.com/watch?v=iUTyiMjjf7w ♥ 0m32s WIP rendering icy (polar caps) and desert biomes ♥ 0m43s WIP day / night cycle, global illumination during night so players can see a bit in the dark ♥ 0m53s WIP voxel smoother tool, more possibilities sculpting voxels ♥ 1m03s WIP jetpacks while in building mode = players can fly to access all parts of the construct ♥ 1m20s WIP physics = engines applying forces that push the ships in certain directions, engine specificities (force decreases with altitude) to allow floating hovercraft ♥ 1m44s WIP nano-former = part of the UI dirextly integrated in the nano former ♥ 1m55s WIP first live test server = hundreds of bots, permanent, loaded environment, gradually increasing the stress on the server Dual Universe DevDiary Updates - February 2017 | Pre-Alpha Video youtube.com/watch?v=rNEgXg9vTik ♥ 0m40s WIP rework appearance of ship elements, darker and more sci-fi look, replacing placeholders with final design ♥ 0m57s WIP examples of ships ♥ 1m10s WIP ghost preview for element positioning & UI for copy-paste, rotating, templates, symmetry (speeding up creation of large structures) ♥ 1m55s WIP ship piloting dynamics, widgets = elements plugged in the controller unit (fuel container), customizable widgets via LUA (html & CSS) ♥ 2m38s WIP new automatic baking technique for textures, improved rendering, mid-distance viewing ♥ 2m53s WIP installer, loading screen, in-game tool tips ♥ 3m40s Alpha in September Dual Universe DevDiary Updates - March 2017 | Pre-Alpha Video youtube.com/watch?v=5yG5DtZcdd8 ♥ 0m33s WIP widgets = basic flight informaton, engine thrust, acceleration, centralize throttle control (adjusting engine power) ♥ 0m49s WIP physics improvement = atmospheric and spacial engines (atmosphere resistance), escape velocity = ships orbit the planet when engines are shut down ♥ 1m15s WIP interpolation = better smoothness of movement (formation flying, races) ♥ 1m34s WIP interactive elements = can be combined to form simple contraptons (switches, laser based detectors, gates, detection zones, force field) based on signal propagation, plans to add more simple interactive constructs that don't require LUA scripting ♥ 2m22s WIP final design for elements (containers, core units, engines) Dual Universe DevDiary Updates - April 2017 | Pre-Alpha Video youtube.com/watch?v=GVJyfKNeOao ♥ 0m48s WIP physics system improved = everything in place for interplanetary travel (take off, leaving atmosphere, escape velocity, space travel, landing) ♥ 1m27s WIP ice biome = voxels, editable ♥ 1m43s WIP new assets (engine, light detector, pulser, remote control, manual button, operators) ♥ 2m0s WIP basic crafting (materials, refining, alloys) ♥ 2m18s WIP build mode improvement = windows with information on components of the ship and how it impacts on the flight (real-time manoeuvrability, performances, problems, aerodynamic profile, mass, fuel consumption, autonomy, acceleration) Dual Universe DevDiary Updates - May 2017 | Pre-Alpha Video youtube.com/watch?v=Vce1qcnyTpE ♥ 0m25s third party company = quality assurance, find bug, suggest improvement ♥ 1m0s WIP interplanetary flight, quick velocity gain due to no atmosphere, effects and trajectory monitor = help predict the movement of the ship ♥ 1m38s WIP retro engine = allign ship movement with front direction ♥ 1m55s WIP air friction VFX (heating) ♥ 2m15s WIP map of the planet = 3D interface, territory tiles, information, zoom, bookmarks, set a destination = markers and waypoints appearing visually in the game ♥ 3m28s WIP pulsor unit = interactive electronic element, pulses a signal / light ♥ 3m50s WIP pressure plate = button that activate when stepping on it, connects with doors ♥ 4m10s WIP new components, switches, logic gates ♥ 4m22s WIP new assets (engine, navigatorchair, bonzai, plant, trash, territory unit) Dual Universe DevDiary Updates - June 2017 | Pre-Alpha Video youtube.com/watch?v=pz-XcdbaC3E ♥ 0m15s Alpha = not full game, only selected gameplay, more features updated over time, fixes, based on community feedback ♥ 0m36s WIP improved building experience = new 3D brush shapes (cylinder, pyramid shape corner), more user friendly method to move voxel shapes (locking in a 2D plane) ♥ 1m31s WIP remote control element = controlling a ship from distance (decoupling the construct physics from player attachment) to visually assess manoeuvers players just programmed to the control unit ♥ 1m50s WIP physics and specific behaviours applied to remotely controlled ship (realism) ♥ 2m10s WIP physics applied to characters that jump off flying ships (realism) ♥ 2m40s WIP server test = thousand simulated players (bots), hundreds dynamic constructs (small ships) = more complicated than players (loading voxel information) ♥ 3m07s WIP new assets (board, factory, night stand, holograms, emergency unit) Dual Universe DevDiary Updates - July 2017 | Pre-Alpha Video youtube.com/watch?v=4Vrf50dZrv4 ♥ 0m48s WIP control unit = controls many elements with LUA script, plug element in control unit and activate script editor window ♥ 1m15s WIP script editor = elements, selected elements, event handler, element types = programming board, manual switch, door, functions that can be invoked (buttons, doors, weapons, lasers), scripted interaction (button & door) ♥ 2m02s WIP screen unit = programmed to display text or html / SVG content, organization logo, ship map (can be modified on the fly, fully scriptable with LUA) ♥ 2m34s WIP emergency control unit = automatically triggers if ship falls, safety procedures to land ship and avoid damage by falling on the ground ♥ 3m0s WIP simplified damage model = impact elements only (voxel damage after Alpha), modified textures to display damage or VFX, damage can be repaired (consumes material), damage propagates to elements nearby (shockwave propagation) amount of damage depending on the distance of the impact ♥ 3m38s WIP new assets (radial atmo fuel tank, landing gears, paintings, hover) Dual Universe trailer and interview - PC Gaming Show 2016 youtube.com/watch?v=HKlx1ydHijA ♣ 1m52s DU = sci fi MMO, online virtual world where players can build anything and become whoever they want, everything is editable, everyone plays in the same continuous single shard universe, cities with thousands of players possible (technology) ♣ 3m05s DU = the game brings the best elements of other space sims together, actions of players really impactful (fame, meaning, everything matter, collective story, emergent gameplay, political system, economy, organizations, players build things together) ♣ 4m04s bringing players together = every player begins at the Arkship and spread from there, players can go further based on the advancement of technology (limit to how far players can explore) ♣ 4m22s quality of the player-generated content = balancing with forces and counter forces, equilibrium to be reached organically with some orientation given by the studio DUAL Universe: Developer Interview (Sci-Fi single-shard Sandbox game) youtube.com/watch?v=m1WMwIDWFKI ♣ 2m13s complex technology = been in development for several years (2016) ♣ 5m03s dynamic space splitting = overcrowded volume of space gets split seamlessly, distant players get updated less often (technology) ♣ 6m59s lock & fire combat (similar to EVE Online), based on skills and level of the weapons ♣ 7m30s objects' and players' position = outdated if they're far away or in huge battle, limit to how accurate the simulation can be in large battle, thousands of ships interacting with each others, building space ships and cities to be the focus of the game rather than ship battles ♣ 9m15s Copying ships = possible with blueprints and factories, players can sell blueprints, multiple professions based on economy & crafting (design, production, collection, transformation, trade, etc.) ♣ 9m48s complex market features = players' made marketplace (fees, competition, organic growth, reputation), most attractive ships will sell more = over time the quality of the ships will naturally increase ♣ 11m30s everything is modular or made of elements = no predetermined ship or construction design, physics-based features = everything in-game exists realistically in the world (capacity of the containers, power of an engine, energy, weight, restrictions, laws) ♣ 12m25s players can decide the type of economy they want (e.g. communism), free form ♣ 13m10s NQ provides the tools / building blocks but only limited content = reduced the cost of development ♣ 14m20s tools to create organizations are versatile (templates), players can create any type of organizations, no limits regarding the size or complexity ♣ 15m55s WIP technological ground to build gameplay, tools to modify the shape of the voxels, procedural generation of the planets, server technology ♣ 16m40s hardest part in development is the tech = NQ focused on this aspect ♣ 17m35s limited instant / fast travel = players have to unlock technology to travel faster = time and physics are the only real limit, universe to expand as players explore further, planets generated procedurally = possible to have billion planets, nothing is stored on the server unless there's a modification made by a player = only local area where modification happened is updated on the server, gigantic world is less of a concern (technology), NQ to give players reasons to populate the world (look for resources, to explore, become rich, build huge structures), large structure provide multiple different jobs (logistics, mining, technical setting, mercenaries), maybe some minor quests as tutorial = job boards will replace traditional quests ♣ 20m53s Alpha the next big milestone, feedback of the community very important, adjusting the roadmap and schedule based on feedback ♣ 21m35s Beta to begin about a year after Alpha debuts General Audience Features Inspiration Technology Unigine Server Voxels Other Physics Development Monetization Data, stats & API Character advancement Progression Customization Specialization Politics Organizations Territories Combat Player vs. player Ship vs. ship Economy General Crafting Trading
  5. I appreciate the warm welcome! Hey ATMLVE, thanks! What caught my interest is the studio's ambition to create a single shard universe that can host an unprecedented number of players. It's an extremely challenging endeavour and it's cool to know that a studio is attempting it. I'm usually more a fan of the fantasy setting in MMOs - I've been following Hailan Rising closely for a while (quatrevert), then Crowfall (courant101) and Camelot Unchained (francisbaud) - so I'll see if I can get used to the black, cold interstellar void of the sci-fi genre.
  6. Hello everyone! I'm Francis, 28 years old Canadian. I'm interested in MMO games. Happy to be here. =)
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