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Dreamstar

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  1. Like
    Dreamstar got a reaction from Bella_Astrum in Concept : NanoMaid (Pet / Companion)   
    NanoMaid, your very own customizable sidekick!
     
    Change her outfit, change the color of her lights. Whats your NanoMaid like?
    Does she wear a frilly headpiece? Or maybe a cat ear headband?
    Dont like that sad blue? Change her glowing eyes to red or green!
     
    NanoMaid comes prepacked with a Sweet'nSassy personality. She wont help do anything but she can give you emotional support!
    "Your inventory is a mess, clean it up, you lowlife!"
    "Trash like you is lucky to have me, after all, I'm your' only friend."
    "You forgot to loot... its not like I want you to dummy!"
    "Are we going exploring? I love exploring with you."
     
    NanoMaid, she's tiny and adorable, she will follow you anywhere and help you clean up your' life !
     
    -Please use as directed, keep away from children under 5, Do not try and stick 'objects' into your nanomaid, If your nanomaid begins to mumble about world domination please contact the rogue AI hotline immediately.-
     
    ---
     Photo : http://www.kidsomania.com/photos/Cool-Toy-for-Girls-who-Like-Robots-Dorosseru-by-Bandai-3-524x698.jpg
     credit to website photo is from : http://www.kidsomania.com/cool-toy-for-girls-who-like-robots-dorosseru-by-bandai/
    Animated series this is from: http://en.wikipedia.org/wiki/Fireball_%28anime%29#Fireball_Charming
     
    I haven't seen this but perhaps I will give it a watching, though I have no idea what its about, I just happened to think the character could help formulate inspiration to the concept.
  2. Like
    Dreamstar reacted to NQ-Nyzaltar in Character creation and immersion   
    To the question "Is there going to be reasonable character creation and customization for people who like to role play?", the answer is Yes. However, it won't be in the Alpha, that's for sure.    For the Alpha, expect to have a character appearance hidden by a spacesuit or something similar (so no customization available) but there will male and female versions and this "default outfit" (probably the Alpha Team outfit) will be of decent quality. As said before: focus remain on gameplay features for the Alpha.   We are currently looking into possibilities regarding custom character creation. But this is a huge task. We have also planned to have a Character Sheet, but the design is not final at the moment (a tab with the possibility to write a Biography is in the todo list).   No decision has been taken yet about allowing UI add-ons created by players or not. We'll keep you informed on this topic as well.      
    We're derivating from the initial topic here: This is more about "in-game social tools" than custom character creation, but yes, there are also internal discussions about that in the team
     
     
    This is what we want to see on the long run: Players in charge for as many roles as possible, especially those that can generate social interaction, as it should be in a real sandbox MMORPG 
     
     
     
    That... will be another topic for DevBlog Post. We have a social media project that should facilitate this kind of roleplay preparation (that will be one of its purpose, but not the only one), even before the release of the game. But I've already said too much for now  ...
  3. Like
    Dreamstar got a reaction from Bella_Astrum in Pets   
    there was a similar topic where Nyzaltar gave a response, although quite some time has passed, and maybe the team has more to say now.
     here- https://board.dualthegame.com/index.php?/topic/49-what-if-we-had-pets/
     
    For me though I do not understand having 'pets' in games. You can't really cuddle or enjoy the company of your pet in any significant way, and if the team goes out of their way to create overly elaborate and flashy visual pets to try and be eye candy, it usually just upsets me and decreases my enjoyment levels.
     
    I also think its funny to see an army of warriors with tiny tabby cats, puppy's and ponies charging onto the battlefield. or worse floating alien strobe light pets.
     
    I would not be against either having pet areas or a module or something you can put inside your ship that lets your pet roam around the area.
     
    Things about pets that really upset me at times
    companies trying to make pets relevant, by making them involved with loot, salvage, selling items, ect pet pet battles pets giving stats or advantages overly extravagant pets, with lights or eye clutter in pvp being able to tame wildlife and keep them in a zoo like setting could be really cool.
    If they were to implement battle fatigue or 'mind wounds' similar to what was in SWG, maybe playing or watching pets could be a relaxing thing that cures the fatigue / wounds. Kind of like recovering from post. traumatic. stress. disorder.
     
    lastly, for me Id like to say that if its done in a good way I have no problem with pets if they dont conflict with any of the following.
    Will adding pets detract or distract the team from making other content. Like more weapon, armor, clothing models.
    Will pets significantly increase the size of the game?
    Do they have any chance of causing stability issues, or overwhelming players personal computers cpu / gpu ...
     - would it mean decreasing the player model quality, or terrain / fauna quality.
    No looting, extra inventory, stats bonus, no pet pvp against players or other pets.
  4. Like
    Dreamstar reacted to Atmosph3rik in Greetings!   
    Greetings Alpha Pioneers! Atmosph3rik here.
     
    I've been following Duel Universe on Twitter since i was introduced to it by Kiklix.   When i heard about the first Alpha team being chosen i realized it's about time i come say hello here on the forums.  I just got done reading all of the lore and it is all really exciting, the more i hear about this game the more i like it =D
     
    I've been an outer space and Sci Fi fan since i was a kid building Lego space ships and watching Star Trek TNG on tv.  I'm not any kind of graphic artist by profession i'm actually a Chef, but i've been playing Landmark the game (not the cult) for the past year and a half and it's been a blast.  
     
    The idea of being able to build stuff and then actually see it come to life and have a use and a purpose sounds awesome i am really excited about the idea of that.  My main area of interest in building has been Modern/Sci Fi houses and small personal transportation vehicles like the one in my signature below.
     
    So hello to everyone here at Duel Universe /wave
     
     
     
  5. Like
    Dreamstar got a reaction from Shadow in Pets   
    there was a similar topic where Nyzaltar gave a response, although quite some time has passed, and maybe the team has more to say now.
     here- https://board.dualthegame.com/index.php?/topic/49-what-if-we-had-pets/
     
    For me though I do not understand having 'pets' in games. You can't really cuddle or enjoy the company of your pet in any significant way, and if the team goes out of their way to create overly elaborate and flashy visual pets to try and be eye candy, it usually just upsets me and decreases my enjoyment levels.
     
    I also think its funny to see an army of warriors with tiny tabby cats, puppy's and ponies charging onto the battlefield. or worse floating alien strobe light pets.
     
    I would not be against either having pet areas or a module or something you can put inside your ship that lets your pet roam around the area.
     
    Things about pets that really upset me at times
    companies trying to make pets relevant, by making them involved with loot, salvage, selling items, ect pet pet battles pets giving stats or advantages overly extravagant pets, with lights or eye clutter in pvp being able to tame wildlife and keep them in a zoo like setting could be really cool.
    If they were to implement battle fatigue or 'mind wounds' similar to what was in SWG, maybe playing or watching pets could be a relaxing thing that cures the fatigue / wounds. Kind of like recovering from post. traumatic. stress. disorder.
     
    lastly, for me Id like to say that if its done in a good way I have no problem with pets if they dont conflict with any of the following.
    Will adding pets detract or distract the team from making other content. Like more weapon, armor, clothing models.
    Will pets significantly increase the size of the game?
    Do they have any chance of causing stability issues, or overwhelming players personal computers cpu / gpu ...
     - would it mean decreasing the player model quality, or terrain / fauna quality.
    No looting, extra inventory, stats bonus, no pet pvp against players or other pets.
  6. Like
    Dreamstar reacted to NQ-Nyzaltar in Saffi, Hello!   
    @ Saffi:
     
    All our condolences for your loss
     
    To answer to your questions, there will be indeed a name for the game account, and a name for each of your characters. For security reasons, it might be impossible to have the same name for the account and for one of your characters. We can't tell you yet what will be the limitations in terms of character naming freedom. But if we can go with one surname (or even two) and a family name for each character, that would be ideal indeed. I'm adding this to the list as an official suggestion, to avoid seeing that forgotten along the roadmap.
     
    Making an Imperial Senate will be possible, as long as enough players are interested to make it real. We will provide the tools to build it through the organisation system but it will be up to the players to design the rules running in this political organization.
     
    @Ellegos:
     
    Nice blog post!
     
    Indeed dictatorships in games where PvP has a deep impact on the world/universe (changing frontiers, controlling territories, changing the landscape, etc) seem to be the political system the most widely used. But we want to let players complete freedom about choosing, building and/or improving the political system they want. And who knows? Maybe someone will invent some sort of democracy efficient even in time of (virtual) war?...
  7. Like
    Dreamstar reacted to Astrophil in DevBlog: Multiplayer Ship Crew   
    Hmm that's very true, what Kiklix said. Encouraging social interaction through ship crews would likely be very effective. As for ship sizes, well, hello Star Destroyer.
  8. Like
    Dreamstar reacted to NQ-Nyzaltar in Website mistakes   
    @TheSlaxx:
    Thanks for pointing all these typo/errors
    As we are planning a new version of the website, all the corrections will be implemented in this new version
    Thanks again for the help!
     
    @Silvligh:
    About procedurally generated flora, just to be 100% clear:
    It's the way flora is spread on a planet surface that is procedurally generated.
    The flora species aren't procedurally created (though we might think about that in a distant future, but it's not on the roadmap for the time being).
    I hope there wasn't any misunderstanding here.
     
    Best Regards,
    Nyzaltar.
  9. Like
    Dreamstar reacted to NQ-Nyzaltar in Website mistakes   
    Hi everyone!
     
    @TheSlaxx:
    About the typing errors in the FAQ and Dev blog, could you point me where you found them?
    That would be really a huge help. I will correct this as soon as possible.
    Thanks in advance!
     
    @All: 
    About the forest screenshot:
    As said in another thread, this is what we aim for as the graphics quality goal to reach, as it is technically possible.
    But keep in mind that we might have to lower a bit graphics to make the game playable, with a decent FPS, especially for VR.
    Voxel-made planets and landscape procedurally generated on a large scale (the forest example was procedurally generated on a small scale) are already two factors that impact significantly on the FPS. We might prioritize FPS over ultimate graphics. But that doesn't mean we drop the ball: we will do our best to have a smooth FPS experience and good graphics! 
     
    @TheSlaxx & Vylqun:
     
    If we got a forest for now, it's just because this is one the basic biome you can encounter and easily reproduce (along with desert and polar biomes) as we already have examples on Earth. However, it is also planned to have more alien-like biomes
     
    Best Regards,
    Nyzaltar.
  10. Like
    Dreamstar reacted to Slaxx in Website mistakes   
    @Nyzaltar firstup in the backstory tab there is a part that says "swallow an entire planet system" it would be if correct "an entire planetary system"
    right after that you should put "United Nations" with an s.
     
    then you should remove the dash off "waking-up" and also write "hammered itself INTO the ground"
     
    So there will be only ?First Person? view available in Dual Universe?
    you should put "thus it is absolutely neccessary to have"
     
    Will you develop Apps for the game? Will you allow players to make their own Apps?
    you should write "but we will keep the accessibility regarding potential apps in mind."
    Who are you?
    you wrote "developping" and still says you are 20 people, too. (you are 16 now right? or is it the other way round?)
    What about those who like to produce and trade, but have no interest in PvP?
    you have to write "it will quickly become obvious" and not "it will become quickly obvious"
    There are also people who want to build things, beautiful buildings and ships, without being interrupted by sudden PvP action?
    you should remove the first questionmark.
    it doesnt sound good.
     
    There are also people who want to build things, beautiful buildings and ships, without being interrupted by sudden PvP action? Will they have a safe place too?
    We are perfectly aware that players designing new ships and/or a new buildings don?t want to beshot by another player in the middle of their work.
    remove the s from buildings and "be shot" should have a space.
     
    Okay. Then where will be this secure area?
    should be "where will this secure area be?"
     
    But shall we be able to build, design and produce outside this secure area?
    should be "but WILL we be able"
     
    What about players having a bad behavior?
    would sound better if you wrote "what about rogue players?"
    and also "non-Sandbox games.To preserve" is missing a space and sandbox should be small because you cant write big letters if you connect it with a dash.
     
    Will you punish scams?
    "as much as space pirate's existence,"
    "(so only in game currency)" would be better as "which means only in-game currency"
    "In other words, this will be up to the player" would be better as "IT will be up to the player"
    "(we are also going to build an in-game reputation system)." replace the "an" with "a"
    "Another way to dramatically reduce the chance of scamming:" would sound better as "Another way to dramatically reduce the chance of scamming would be to only trust friends you know in real life!"
    What do you plan to do about "Trash talk"?
    "here's our position: a real sandbox, by his very nature" should be "by ITS very nature"
    "(or less young) adults.However," is missing a space
    "We want to give more freedom," would be better as "we would like to provide freedom without it resulting in legitimate real life bad behavior"
     
    Okay, but there are also players wanting to help the game without having the money to support it. What about them?
    "we can't promise that at the moment." would sound better as "we can't promise that at this moment."
     
    Moving on to the dev blog
    LUA Script and Distributed Processing Units
    "most critical and distinguishing feature of Dual:" add an s to "feature"
    "interested in the topic will find it entertaining." replace entertaining with "useful"
    "remember an important point:" remember THIS important point"
    "depends on your playing style," depends on your PLAY style
    "won?t be disappointed by the deepness" replace deepness with complexity or "amount of detail" there is a word that has the precise meaning you intended to tell here but i cant remember that now.
    "constitutes a construct, which is a whole that can be moved" should be "which is a single entity"
    "but this is another story we will discuss" but THAT is another story
    "monster robot or whatnot." AND whatnot
    "The schema below illustrate this:" it's "illustrates"
    "Events handlers are conceptually quite simple:" event handlers
    "The schema below illustrate this point:" add an s again
    "in which you can plug Elements." Elements INTO
    "You almost always want to plug the System DPU," it should be "You almost allways want to have the System DPU plugged in,"
    "You know enough now to script a simple spaceship controller." you now know enaugh to
    "You need to put a least one Control Unit in the ship," you'll need to have at least one Control Unit in the ship
    "You need also to plug a gyro" you also need to
    "This above custom made Control Unit DPU" should be "The Control Unit DPU we've just created"
    "You can move this black box in what we call a Component DPU," add to what we
    "Stabilizer" can plug it in their own" can plug it INTO their
    "and then connect these Elements in the Component slots," Elements TO the Component
     
    this is as far as i can go. it's quite a bit much to read thru all of the blog posts.
     
    i have some questions; will you have the option to design own items with a designer tool?
    and can you design own vehicles too with a designer tool?
     
    and another one, how do you plan to get enaugh players to have enaugh to colonize worlds?
    i mean if you are only 4 guys you only need 4 buildings on the planet you own. and i dont think there will be enaugh players that each empire has more than 1000 players, giving colonization actually a point.
    also how will your servers handle all these players?
     
    and where will the servers be located at?
    if they are in europe, players from the US will have high latencies.
     
    my friend has a question too.
    will we be able to create self-constructing and self replicating machines?
  11. Like
    Dreamstar got a reaction from Cybrex in How much Hype! did YOU experience?   
    I dont think its a derail really, if the economy is what hypes you up.
     
    I'm hoping for a regular subscription personally
     
    A player operated exchange is a slippery and uncontrollable thing, it also brings real world factors into the game, potentially, class / wealth and so forth. I understand that subscriptions favor people with less money and more time to play, but opening the possibility to favor people with money over people with time and commitment to the game is more dangerous to me.
     
    Im hoping that the development of in game intellectual property is just that, in game, possibly sold on an internal player exchange for in game currency. That is if the empire that has ownership over the works is willing to sell it.
    There may be genius individuals that make good ships, but I believe that with the way the sculpting, applying some lua code, figuring out which modules to slap onto/into ships, testing ships rewriting code - it will probably be the work of groups.
     
    I have a feeling we will probably see subscription, with a Time Code for currency exchange. It might be cool also if they have a direct money to currency exchange. If they did that, technically it would allow for people to pay euro's / dollars ect for items in game, without a complicated exchange for certain items for bid or dollars and no favoritism can leak in.
     
    If they want to put up a creation spotlight kind of thing, I think they let community upvote submitted creations, so the team isnt liable for favoring people - and the community can say what they think is cool
  12. Like
    Dreamstar reacted to NQ-Nyzaltar in DevBlog: LUA Scripting and Distributed Processing Units (DPUs)   
    (Posted Friday 18th of September 2015 on the DevBlog)     Big news! We just finished designing and implementing one of the most critical and distinguishing feature of Dual: the capability to script any construct that you make. A construct is anything that you build in the game, it can be a ship, a building, a space station, or whatever. It is a physical object, it can move, collide with stuff and potentially include hundreds of "Elements", which are operational units that you can craft or buy, and freely position inside your construct to add functionalities to it. Examples of Elements are: propulsion engines, control units (computers), doors, weapons, batteries, containers, accelerometers, radars, targeters, drone bay, elevator, and many more. The way the construct orchestrates all these Elements is through scripts, and what we call "Distributed Processing Units". Let's dive into it, and see what it can do.   Warning: The following Blog Post implies you already have some basic programming knowledge. If you don't, some parts may seem a bit obscure or difficult to understand.   This is going to be a slightly more technical and longer post than usual, but I hope people interested in the topic will find it entertaining. In any case, remember an important point: you don't need to understand anything about scripting or ship building to actually buy a ship and fly it. You actually don't even need to use a ship at all if you don't want, there are plenty of activities to do besides this in the game. It's a bit like in real life: you don't need to be a mechanics to drive a car, and some people just never drive anyway, they take a taxi. It all depends on your playing style, and what you expect from the game. But if you are interested in creating your constructs and scripting their behavior, I hope you won't be disappointed by the deepness of the gameplay experience we propose.   So, let's summarize again what a "construct" is: in Dual, you can assemble chunks of matter (stone, wood, iron, kevlar, etc...) in any way you like, a bit like in Minecraft, but instead of simple cubes, you can forge almost any shape you like. The technology behind this is called "Dual Contouring". This can be used to build the hull of a spaceship, the walls of a castle or a gigantic statue. Up to you. Attached to this inert structural skeleton, you can add some components called Elements, which are actual gameplay components that you can deploy in your construct to make it functional. In a spaceship, you need propulsion engines, fuel tanks, navigation instruments, one or several cockpits, etc. All of these are Elements. The collection of all Shapes and Elements are what constitutes a construct, which is a whole that can be moved once created and is subject to the laws of physics (for example, it falls if dropped in a gravitational field). A construct can be owned, traded, copied, etc, but this is another story we will discuss in another post. Right now we will concentrate on one particular aspect: how do you orchestrate all the Elements so that they can work together? We will take the particular viewpoint of a spaceship, which is a good way to illustrate the concepts involved, but this can apply to anything you like, including a giant spaghetti monster robot or whatnot.   In terms of game design, we could opt for an easy strategy here. If you have the required number of engines in the right direction (no matter where they are), and you check the list of instruments needed, it would "magically" fly. With this approach, all ships would fly the same. Trying to put more engines, or optimizing their position would be more or less useless. Hoping to have an AI helping with automatic navigation would be up to the engineers of Novaquark only. Fancy a new way to drive your ship? Impossible. How about the weapons system? How about drones? All this would be predefined and more or less rigidly identical for all players. That's not what we have in mind for Dual Universe. While we will provide basic templates to start with, you?ll be able to engineer your construct the way you want. Engines are real (they physically push your ship where they are, with the power they have), gravity is real, weapons have to turn and target (which also requires a targeter). If you are smarter than others, you can get the job done in a better way, get an edge in battle, or in trade by launching the new Falcon X-42 superfighter and change the balance of game combat with new tactics and possibilities. It?s not only about how you can use the predefined capabilities of ships within a predefined classical game setting, but it?s also about how you can redefine these capabilities. We call it: emergent gameplay.   Each Element is an active unit. It can do basically two things: emit "events" and execute "functions". Let's give some examples: a radar unit can emit events like "new enemy detected at (x,y,z)", a jet engine can execute a function like "set thrusting power to 45%", a weapon can execute the function "fire", etc. Technically events and functions are described a bit the same way: a name followed by parameters written between parentheses. The above examples would become something like:   enemyAt(x,y,z) setPower(45) fire()   Events are emitted spontaneously by the Element when something happens for which it has been designed to react to, and functions are services that the element can fulfill when it is asked to by some external agent. When considering a particular Element, you want to know the list of events it can emit and the list of functions it can fulfill. This is entirely defining what this Element is, from the point of view of the gameplay. We call it its "Type".
      Now, how do you orchestrate the interactions between several Elements, each emitting events and reacting to them, fulfilling functions in return, etc? The central notion we introduce here is what we call a "Distributed Processing Unit", or DPU in short. A DPU is a bit like a computer program, an orchestrator. It has several slots in which it is possible to plug Elements, and it contains a list of event handlers that can react to events emitted by the Elements plugged inside its slots. The schema below illustrate this:     Events handlers are conceptually quite simple: they are "condition => action" managers. On one side, there is a conditional filter, which is a generalization of an event from a given slot, with certain parameters set to given expected values, while other parameters can take a variable "free" value. A particular event emitted by an Element in a slot will be examined by all event handlers, and it will trigger the event handlers if the event signature matches the event handler filter.   To give an example: suppose that we have a filter like ?enemyAt(x, 42, y)?, associated to the ?radar? slot. Now the radar slot emits the event ?enemyAt(11,42,66)?. This event matched the filter and so will trigger the event handler. If the event ?enemyAt(12,13,66)? is emitted however, it will not match the filter (because 13 is not equal to 42). The schema below illustrate this point:     On the other side of an event handler is the action that the handler can trigger when the filter is matched. This is where LUA really enters the scene. The action is simply a piece of LUA code. LUA is a very simple and efficient scripting language, for which you can get many tutorials online. You can try this for a start.   Now what kind of code will you write on the LUA side? Basically anything you want, but, as you guessed, it will ultimately contain some calls to functions among those provided by the Elements plugged in the DPU slots. The syntax will be something like: "self.engine2.setPower(42)". The "self" prefix is a requirement of LUA, then comes the name of the slot, and then the name of a function available from the Element in that slot, together with its parameters between parenthesis.   That's it. That's the basics of what a DPU is and how scripting works. Let me summarize: a DPU is an orchestrator, it has several slots in which you can plug Elements. You can then define event handlers to catch events emitted by these plugged Elements, and react by executing LUA code, which includes calls to functions taken amongst the set of available functions of your plugged Elements.   To be more precise, I have to refine this picture a little bit: I talked about customizing a DPU, but exactly what DPU are we talking about? Where is it? In fact, the DPU you want to customize is stored inside a special Element called a "Control Unit". The DPU is started when you activate the Control Unit (go next to it and press the activation key). Notice that there is no problem with having several Control Units (hence, DPUs) inside the same construct, potentially all activated at the same time.   Now, the DPU inside a Control Unit is special because you'll have a GUI to freely customize it (plug stuff into the slots, define event handlers, etc). Actually, you can do even more than what I just described: you can define a set of events that your DPU is capable of emitting (event emission is done via a special LUA syntax inside your scripts). You can also define a set of functions associated to your DPU, and the corresponding LUA code that should be executed when this function is requested. If you remember, I presented the type of an Element as the set of events and functions exposed by this Element when plugged inside a DPU. Actually, the truth is that there is in fact a DPU inside each Element (albeit not a customizable one), and the events and functions of this Element are actually the events and functions of its DPU. Now to the important conclusion: it is not really Elements that you plug inside the slots of your Control Unit's customizable DPU. It is in fact DPUs. It can be the DPU of Elements, when you plug Elements, but it can be more generic or abstract DPUs. More about this now.   One particularly important "abstract" DPU is the System DPU. This DPU is capable of emitting events when keys are pressed. You almost always want to plug the System DPU, because you want to control your scripts with keystrokes bound to actions. So, typically, you will have several event handlers in your custom DPU to catch action events emitted by the System DPU. The System DPU is also capable of emitting "timeout" events when a timer is due, or at regular intervals, and many other useful functionalities.   You know enough now to script a simple spaceship controller. You need to put a least one Control Unit in the ship, and customize its DPU. Inside this DPU, you will plug the System DPU (typically in the "system" slot), plus at least 3 engines pointing upwards to lift the ship, and 2 more engines at the back of the ship to make it move forward. You need also to plug a gyro (more exactly: an inclinometer), which is an Element that provides the getPitch and getRoll functions, to know about the pitch/roll angles of your ship. And that's it. Now you set a timer with the system DPU (call the system.setTimer(0.1) function to set the update every 0.1 second) and catch the corresponding timeout event. When caught, you can then associate the LUA script that will query the gyro about the pitch/roll and use these values to correct the intensity of thrust power in your motors (using the setPower function) to stabilize the ship tilting. And of course, you will also catch the action events from the System DPU to inform your script about the direction in which the player wants to stir the ship. The exact details of how this is done in terms of control and dynamics are beyond the range of this post, but it involves simple Newtonian physics about torques and forces.   This above custom made Control Unit DPU could be seen as a black box, a ?Stabilizer?, with 7 slots (5 engines, 1 gyro and the System DPU). You can move this black box in what we call a Component DPU, so that you can sell/exchange it. Now players possessing your ?Stabilizer? can plug it in their own Control Unit DPU along with their own Elements, and then connect these Elements in the Component slots, with a simple drag and drop interface, or a smart ?autoconfigure? system, making the whole process of scripting a ship very simple for those who don?t want to put their hand on code:     The DPU system goes ways beyond this simple ship stabilization example. Weapon control, whether in FPS direct view on a jet fighter, or in tactical overall view in a battleship, will be handled with DPUs. Scripting a drone can be done with DPUs. Setting the automatic defense mechanism of your castle can be made with DPUs. Factories can be automated with DPUs, etc. It's all about orchestrating Elements and Component DPUs via scripts that react to events and execute LUA code. The user interface is also scriptable to decide what happens when the Control Unit is activated, how Elements can display their status and give access to parameters (we will probably talk about this in another blog post).   Novaquark will be providing several useful "starter" Component DPUs to start with, as well as smart autoconfigure options to handle the most basic cases. You can get a ship to fly without knowing a thing about DPUs. But, if you are interested in this aspect of the game, it will be up to you to build from there and create the most amazing control system and contraptions, win the markets or the wars with them and leave your mark in the Dual Universe history of innovation and engineering!   JC Baillie, Project Lead.
  13. Like
    Dreamstar got a reaction from Silvligh in Cursor in First Person?   
    well... if I may, once again bring up SWG as I have and probably will continue to do so.
     
    You pushed alt or whatever key you designated to switch between the reticule and the cursor which didn't seem clumsy or out of place at all. Hopefully the community and the team can find the right balance by working together.
  14. Like
    Dreamstar got a reaction from Michaelc in Saffi, Hello!   
    Hello, I began on the forums a ways back and I had my eye on the development of this game since the very beginning.
     
    I had seen the original website before the posting forum was opened there, I only happened to search for the game again to see if any progress had been made after those original posts had been done away with and everything moved over to these newer forums.
     
    I had a long pause recently where I haven't had much to say, but allot has been happening to me. A few months ago I signed on to a lease to own program for my own semi and that has been pretty cool.
     
    Unfortunately my dear Father passed away on 12/22/15 and I have been struggling to deal with that. I was close to him, and he had been warming up to my younger brother recently he left everyone on fairly good terms. Its too bad he ran out of time and couldn't divorce his second wife before his passing though I'm not sure if he had been serious about that or not, I never understood how he could love a gold digger. He was very proud of both his son's, a responsible man who always went to work and gave proper notice otherwise. He was wild in his younger days and caused much friction with his first wife my mother, though she held no grudge nor did he, he will be missed by those who truly loved him. Nobody expected his death, he was alone in the house, and had complained about some chest pain to his second wife took 2 aspirin and went to sleep, he died peacefully without struggle; may he rest in peace now.
     
     
    I am a gamer, though I've been losing faith in the gaming industry to produce anymore quality games, it seems projects are so big now the only things that can be financed are games with tons of DLC and garbage. There is a beacon of hope in gaming such as teams like Novaquark and probably other small development studios I am not aware of.
     
    I appreciate being called out for the early alpha testers, I will continue to represent the largest portion of gamers possible, while nullifying certain aspects that sound fun but actually harm games and make them unmemorable.
     
     
    I have drafted a few possible government forms that could be used in the game, but I have to accept that even though I am still young, I am not as free as some people and therfor am not going to be able to be a single dictator of a guild and strongman support from many people - such guilds are short lived anyways once the guild leader 'dies' and everyone splits up into other guilds.
     
    No, instead I'd like to suggest the creation of an Imperial Senate, and confederate many guilds towards the singular Imperial goals. be we good or bad, or an ambiguous and ambivalent force in the Dual Universe, universe, we would vie to expand conquer, exploit, train and recruit newbies and more.
     
    I may post some more on myself here if I think of something.
    I think I have private messages enabled, if you are politically inclined and want to talk a bit about guilds send me a message and we can always trade outside contact information if need be.
    Thanks for reading about me, spend all the time you can with your loved ones and try to be on good terms with them because you never know.
  15. Like
    Dreamstar got a reaction from Cybrex in Saffi, Hello!   
    Thank you, and no offense taken
     
    Indeed, I come off as overly excited, but I just wanna talk about it really.
     
    I think it would be a shame not to attempt and use the power delegation system's and other utilities they're developing for players, of course though until the team is ready to show us what they have in mind, for implementation into the game, we can only really speculate on the possibilities.
     
    It's true corporations in eve behave differently than guilds in other games. they seem to be ruled by dictators and dynasties largely, while i have encountered small democratic groups, it is the rare exception.
    I like Eve and think it's corporations are pretty good, but I never really felt apart of the system, it was better than other guild systems for sure, but it still felt really rigid as most systems do.
    I think we will be able to form a governing body in D.U and at least elect a president/dictator with term limits, based on an inalienable constitution set in place by either the 'guild' founders or alterable under certain conditions of unanimous agreement by delegates or guild members
     
    Ill heave to re-examine the RDMS post and other things from the gameplay mechanics assembly section and post in one of the guild topics or make a new thread i suppose.
  16. Like
    Dreamstar reacted to Cybrex in Saffi, Hello!   
    I wouldn't think too critically about it for now. 
     
    KISS - Keep It Simple Stupid (Not a jab at you, just a saying)
     
    As much as I would like to keep from drawing comparisons between this and other games, I always keep referencing Eve Online. It's also fair to point out that many on the Novaquark team apparently play Eve Online, and I already see influences of it here with what little we know.
     
    Eve has a a very robust system in place for running player made organizations. Corporations up to Alliances, and so on and so forth. And I can tell you, in my many years of playing Eve, and based off of my own real world experience in the military, a democracy will never work in a game. Ever. I explain why in one of my blog posts.
     
    Anyways, it's too soon to even speculate on this stuff right now with what little we know. Brainstorm by all means, but don't get crazy with it! 
  17. Like
    Dreamstar reacted to Kiklix in How much Hype! did YOU experience?   
    I had a friend in another voxel building game tell me about Dual Universe around July 2014. He quit the game we played a couple weeks later. He only mentioned that DU was a voxel building game with the ability to make vehicles roll, fly etc. That itself was enough to get me excited, but as time went on and I read/reread the Dev Blogs I got and get more and more excited. 

    The ability to make our own world, structures, governments, spaceships itself seems very appealing although for myself I would be happy enough designing spaceships that not only look good, but function well. I dont just want a pretty ship, I want to design ships with purpose, utility...ships to be admired. I do not subscribe to the idea that a "good design" just means pretty...that is all to common with people. A good design is one where form follows function, but the form is aesthetically pleasing. I want to see if this is something I can accomplish. 

    The game seems vast, deep, serious (this is something I really admire...a serious game, not goofy stuff). I know it will take time to get it all there and that the DU project will probably never be 'complete' but just being able to craft good looking ships that function well....man for me, that is what dreams are made of.

    I would like to see a player 'store' where we can make construct blueprints that can be sold for real money. It would help push people to make cool, functional stuff and it would help create some revenue for NovaQuark. 
     
  18. Like
    Dreamstar got a reaction from Astrophil in Saffi, Hello!   
    Hello, I began on the forums a ways back and I had my eye on the development of this game since the very beginning.
     
    I had seen the original website before the posting forum was opened there, I only happened to search for the game again to see if any progress had been made after those original posts had been done away with and everything moved over to these newer forums.
     
    I had a long pause recently where I haven't had much to say, but allot has been happening to me. A few months ago I signed on to a lease to own program for my own semi and that has been pretty cool.
     
    Unfortunately my dear Father passed away on 12/22/15 and I have been struggling to deal with that. I was close to him, and he had been warming up to my younger brother recently he left everyone on fairly good terms. Its too bad he ran out of time and couldn't divorce his second wife before his passing though I'm not sure if he had been serious about that or not, I never understood how he could love a gold digger. He was very proud of both his son's, a responsible man who always went to work and gave proper notice otherwise. He was wild in his younger days and caused much friction with his first wife my mother, though she held no grudge nor did he, he will be missed by those who truly loved him. Nobody expected his death, he was alone in the house, and had complained about some chest pain to his second wife took 2 aspirin and went to sleep, he died peacefully without struggle; may he rest in peace now.
     
     
    I am a gamer, though I've been losing faith in the gaming industry to produce anymore quality games, it seems projects are so big now the only things that can be financed are games with tons of DLC and garbage. There is a beacon of hope in gaming such as teams like Novaquark and probably other small development studios I am not aware of.
     
    I appreciate being called out for the early alpha testers, I will continue to represent the largest portion of gamers possible, while nullifying certain aspects that sound fun but actually harm games and make them unmemorable.
     
     
    I have drafted a few possible government forms that could be used in the game, but I have to accept that even though I am still young, I am not as free as some people and therfor am not going to be able to be a single dictator of a guild and strongman support from many people - such guilds are short lived anyways once the guild leader 'dies' and everyone splits up into other guilds.
     
    No, instead I'd like to suggest the creation of an Imperial Senate, and confederate many guilds towards the singular Imperial goals. be we good or bad, or an ambiguous and ambivalent force in the Dual Universe, universe, we would vie to expand conquer, exploit, train and recruit newbies and more.
     
    I may post some more on myself here if I think of something.
    I think I have private messages enabled, if you are politically inclined and want to talk a bit about guilds send me a message and we can always trade outside contact information if need be.
    Thanks for reading about me, spend all the time you can with your loved ones and try to be on good terms with them because you never know.
  19. Like
    Dreamstar got a reaction from Bella_Astrum in Saffi, Hello!   
    Hello, I began on the forums a ways back and I had my eye on the development of this game since the very beginning.
     
    I had seen the original website before the posting forum was opened there, I only happened to search for the game again to see if any progress had been made after those original posts had been done away with and everything moved over to these newer forums.
     
    I had a long pause recently where I haven't had much to say, but allot has been happening to me. A few months ago I signed on to a lease to own program for my own semi and that has been pretty cool.
     
    Unfortunately my dear Father passed away on 12/22/15 and I have been struggling to deal with that. I was close to him, and he had been warming up to my younger brother recently he left everyone on fairly good terms. Its too bad he ran out of time and couldn't divorce his second wife before his passing though I'm not sure if he had been serious about that or not, I never understood how he could love a gold digger. He was very proud of both his son's, a responsible man who always went to work and gave proper notice otherwise. He was wild in his younger days and caused much friction with his first wife my mother, though she held no grudge nor did he, he will be missed by those who truly loved him. Nobody expected his death, he was alone in the house, and had complained about some chest pain to his second wife took 2 aspirin and went to sleep, he died peacefully without struggle; may he rest in peace now.
     
     
    I am a gamer, though I've been losing faith in the gaming industry to produce anymore quality games, it seems projects are so big now the only things that can be financed are games with tons of DLC and garbage. There is a beacon of hope in gaming such as teams like Novaquark and probably other small development studios I am not aware of.
     
    I appreciate being called out for the early alpha testers, I will continue to represent the largest portion of gamers possible, while nullifying certain aspects that sound fun but actually harm games and make them unmemorable.
     
     
    I have drafted a few possible government forms that could be used in the game, but I have to accept that even though I am still young, I am not as free as some people and therfor am not going to be able to be a single dictator of a guild and strongman support from many people - such guilds are short lived anyways once the guild leader 'dies' and everyone splits up into other guilds.
     
    No, instead I'd like to suggest the creation of an Imperial Senate, and confederate many guilds towards the singular Imperial goals. be we good or bad, or an ambiguous and ambivalent force in the Dual Universe, universe, we would vie to expand conquer, exploit, train and recruit newbies and more.
     
    I may post some more on myself here if I think of something.
    I think I have private messages enabled, if you are politically inclined and want to talk a bit about guilds send me a message and we can always trade outside contact information if need be.
    Thanks for reading about me, spend all the time you can with your loved ones and try to be on good terms with them because you never know.
  20. Like
    Dreamstar reacted to NQ-Nyzaltar in Player systematics   
    How do you intend to go about the colonization process in DU? 
     
     
    As Klatu already said above: the process will be managed through Territory Units.
     
     
    The goal is not to have all the worlds inhabitated by players.
    Players will gather naturally only on the most interesting planets. Other planets will have a low population, just for resource extraction purposes.
     
     
    At the moment, there's no NPCs planned anywhere else than the Arkship starting zone (to guide players in their first steps). 
    Don't expect to see NPCs popping from nowhere in cities built by players. I had already answered partly this question in this thread:
     
    "Social interaction will be at the center of the game. It will be the players who will decide what is considered as an Empire and what is not. If your organization gathers hundreds or even thousands of players and achieve important things in the game, then the organization will likely be labelled as an Empire. If you will be less then ten players in your organization, then you will have a hard time to be considered as an Empire. Not impossible, but very very difficult. Also, even if you will be able to have NPCs (probably droids) helping in automatized tasks, don't expect to have thousands of NPCs under your command."
     
    And as said Klatu above: Players won't build cities to leave them as ghost towns afterwards. Players will most likely build only the cities they need.
    But we'll see for sure only when the game will launch. Should ghost towns appear, the team will think of ways to adapt to the situation.
     
     
    If there is something we are well aware, it's the impact of server location and lag issues. It's always a sensitive topic for single-shard MMO games. We're currently evaluating several possibilities right now. But it's too soon to say "we will go for this solution". However rest assured: we won't forget american players
     
     
    For the time being, nothing prevents it, if you have smart enough machines (with a "home made" LUA script) able to use a Factory Unit (as described recently on Facebook and Twitter). However, we might limitate the possibilities on this field, for game balance purposes. But this is still an ongoing internal topic in the team.
     
    Best Regards,
    Nyzaltar.
  21. Like
    Dreamstar reacted to KlatuSatori in Player systematics   
    Based on my knowledge of what is planned, I think the only specific game mechanic they will have related to colonisation will be claiming territory tiles with territorial units (TU's).
     
    Other than that colonisation is simply a group of people injected into an area/territory to live there permanently. There's nothing to stop you doing that (apart from your fellow players, of course).
     
    I imagine the size of your empire will be limited mainly by how much it is able to defend, and how much it is able to exploit. If you're strong enough to defend 100km2 area but can only populate/utilise half of that area, you might not bother trying to encompass the less useful parts within your borders.
     
    Cities will be built by real players brick by brick. It's unlikely that there will be large quantities of uninhabited buildings and structures.
     
    I'm pretty sure there will not be any NPC's that can be used as substitutes for real players. The closest thing will be player built programmable bots which will be able to perform simple tasks. Not sure how cheap these will be or even if they are definitely going to end up in the game.
     
    It's also unlikely that we'll see a single empire control an entire planet for a long time, if ever. That example planet looks huge... I think it would take lots of medium sized entities banding together. But we players won't really know how many of us it will take to control a sector until we're actually playing and get a real sense of scale and what is possible.
     
    Yeah, you need Nyzaltar to answer this... I have a vague recollection of him answering a similar question but can't find it... I might have imagined it.
     
    Interesting. The spirit of the game is player led, so anything self-replicating needs to have strict limitations. But it's an interesting idea, you should post it in the idea box.
     
    I think the thing to remember is that players take control of a single character in this game, not an empire. You can (try to) form an empire but it wouldn't be easy as you'll need a lot of real players behind you. Plus an empire is not the only kind of entity you can form by a longshot. In the end there will be very few "emperors" in this game.
  22. Like
    Dreamstar reacted to Slaxx in Player systematics   
    How do you intend to go about the colonization process in DU? how can there be enaugh players to increase your empire in size and have all the worlds inhabitated by players?
     
    if an empire has 100 players, it can merely fill out the capitol of the empire on the homeworld. all other "cities" would be ghost towns. are you planning to include NPCs?
     
    also how will the server structure work?
    will all servers be located in europe? if so that would be a lag issue for american players.
     
    and also: unrelated but still important;
    if you can program machines via LUA, can you create self-replicating machines and build-bots?
  23. Like
    Dreamstar reacted to NQ-Nyzaltar in Nyzaltar, at your service.   
    Hi everyone!

    I'm Nyzaltar, the Community Manager for this Sci-Fi epic adventure known as "Dual Universe"!
    If you have any question or suggestion on the game or anything related (forum, website, the team, etc), don't hesitate to contact me.
    I will be more than happy to answer!

    Also, as many of you, I'm a huge fan of Sci-Fi Themes and a passionate MMO gamer.
    Eve Online, Landmark, to name a few... but far from being limited to these.

    I hope you will enjoy this forum as much as we, the Novaquark Team, hope!
    Also I will be around on the forum during this week-end, to answer topics that have already been posted

    Best Regards,
    Nyzaltar.
     
  24. Like
    Dreamstar reacted to Kiklix in Character creation and immersion   
    As some of you know I am currently spending my time in other voxel games making spaceships. In one of the games (which is mostly 3rd person) you can customize your character with height, name, skin color, face (eyes, nose mouth etc) hair style just like many MMO's. However in the other game (mostly first person) where you can actually make constructs work there is no character customization outside of the color of the space suit you wear. 

    My question is: Is there going to be reasonable character creation and customization for people who like to role play, or at the minimum like to play in a role play community as it greatly helps with immersion in game?

    Also, if this IS the case and we can make unique males, females of all colors etc will there also be a UI element (that does not really need to extend past the interface) that allows for us to give a back story on our characters, their alignment like Neutral good, neutral neutral, neutral evil, Chaotic good, etc? 

    If there is not going to be a character 'stat sheet' (I am thinking like pen and paper Dungeons and Dragons), will DU allow for addons like world of warcraft?

    Thank you,
     
    Kiklix/Alien Paragon

     
  25. Like
    Dreamstar reacted to NQ-Nyzaltar in Video?   
    Hi Astrophil,
     
    Indeed, we have a few internal early videos about the gameplay. But, those are not available publicly for several reasons:   1) In the mind of some people, releasing a video (even if you specifically say that it is very early development, in Pre-Alpha or such) it's like saying "this game is ready for reviews and critics, even if the features displayed are unfinished and/or not polished". This is sad, but this is reality. We saw this state of mind quite apparent not later than a few weeks ago, on a pre-alpha video made by another indie studio. All the more reasons to be cautious. While we are sure that releasing early videos would please players who are eager to know and see more about the game, we also want to be sure we are ready before showing anything at all.   2) You saw the forest screenshot published last year and you might think we should be quite advanced now with amazing videos with this kind of forest covering kilometers on a planet. Unfortunately, development isn't that simple. Last year, we did a small procedurally generated forest area on an empty planet. The goal of this experiment was to see to which extent we can push the graphics quality. However, in order to speed up internal testing & QA on gameplay we have ? temporarily ? deactivated many graphics options. Currently all our internal gameplay videos are more technical than focusing on graphics. Showing those now would just confuse new, non-informed players about the graphics quality we?re aiming at. That?s why we don?t want to release any gameplay videos yet.   3) Starting to release videos is generally the phase where the press start to talk about a game. And while it might not appear that way, we're still more or less in "stealth mode", even if we're already open to discussion on many various subjects. We don't want to see the press talking about the game too soon, before we're ready. We haven't launched any real PR campaign yet. All the people who came to this forum are people who found the game by personal research or after a discussion on a social media. In short, in our communication plan, releasing videos means we have reached a specific milestone.   Best regards,
    Nyzaltar.
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