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  1. PurplePanda’s Space/Construction Game list This list is being created for anyone who or wants some DU-ish games to play between tests or until DU releases. All of these have been chosen by me through “extensive” research that I did an hour ago, as well as some personal favorite of mine. Hope you enjoy some of these games, I think some of them are definitely worth a look! (Note all reviews will be from there Steam pages) Out Now Avorion - Early Access A procedural co-op space sandbox where players can build their own space ships
  2. Disclaimer: I know that MMOs are ones where everything is requiring constant balancing however, this is to point out an overwhelmingly obvious imbalance in the game that needs to be addressed soonish. After taking some hours to review some of the voxel I noticed something very problematic. T-5 Voxel overall, is not worth even bothering to use on ships. (Side Note) As far as design is goes, The only Textures that are easy to use for looks are: Gold Panel/Painted Niobium Painted/Panel Manganese Panel/Painted Now back to the Voxel HP
  3. Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics. Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere For th
  4. As the name implies, it would allow you to manipulate the build box. For example, say a large core is 128x128x128 and you just wanted something a bit longer but just a fraction of that width. Allows to subtract from unused axis to add to desired one. Keeping the same total build volume and game balance of various sizes cores. I don't know about y'all, but most ships I want to build are alot longer than they are wide or tall. This is something I brought up in game, but thought it appropriate to bring to the forums.
  5. (Posted Friday 19th of February 2016 on the DevBlog) In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich "Builder" gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word "massive" seriously. This is a crucial aspect, and
  6. Tutorial: Voxelmancy Essentials This tutorial was made for Landmark. I didn't make the tutorial or play the game but, since it's based on the same technology, we can assume that it will work pretty much the same. It starts with the very basics and ends with some more advanced concepts. Whether or not you have already tried Dual Universe, this tutorial should be able to help you to understand this awesome (but very difficult to master) technology which is the Voxel. As a voxel beginner, I think I am not the only one who yelled at these crazy little voxel
  7. Imagine you want to build a road on your nice piece of owned land but you do not like to add all these small cores to it. Imagine that monument you want to place, but you dont want that core as an art element on it Imagine that grand bridge you want to build but its to large for a single core, and by the way, where would you place it without destroying the classic bridge you are planning to build So why not build it with only voxels and no core in your own private territory? For some structures with no elements the added value of adding a core i
  8. In most space sandbox games there is always a problem when too much voxel deformation from mining, crashing ships, etc. Does anyone know how this issue will be avoided? Mining will obviously be part of any proper survival sandbox. When a player mines an ore from a planet will that voxel stay the way it is or will the ore regenerate? (I'm only asking this because if this game gets as many players as it deserves, then ores will become very limited very quickly). Another concern with this is if ores are depleted from a planet then won't it make it a bit harder for newer players in the
  9. Another wild and crazy idea for you all! From what we've seen in the game, from the trailers and videos, is all metal building voxels and terrain voxels. All the rocks and trees, while detailed, appear to be "elements", which can't be mined. I'm proposing that trees and bushes, while not necessarily made from voxels themselves, generate or release materials that can be made into wood voxels. Especially if there are a variety of types of wood colors and grains. Why? Because nothing says luxury like an all wood interior! Hmm... that wasn't wild or crazy...
  10. Frize

    Sized screen

    Hi NQ, I had an idea where you can choose the size of a screen to incorporate into the building like a screen voxel, etc.Not have must to say, tell me if i haven't been completly clear, I've a good day, Frize.
  11. Speaking very little English, I use google translation and leave a copy in French. Hello everyone. so, let's talk about Voxel tools that could have more potential. 1- Have with a touch the possibility of using the smoother smooth tool. 2- it would take a selection tool to be able to tak
  12. I was thinking, it would be really cool to have a tier of building that only provides the illusion of voxels free of cost. Some of us are very talented in designing the blueprints for impressive designs but aren't inclined to the grind for materials to actually build said ships. So i was thinking, what if we had a hologram tier of voxels that we could use to design a ship without worrying about the cost of construction? Perhaps when it is done you could chose to upgrade those voxels after the BP is complete? Maybe even sell someone the BP for the cost of building you one.
  13. Hi everyone, as I understand it, Dual Universe will have materials with different properties and 'quality levels' (if I misunderstood you can correct me). This means for me that there will be better and worse materials and that, in my opinion, will cause every player to try to get the best materials. Is so far logical and comprehensible. But if everyone tries to get the same materials, understandably to get the most out of his ship, etc., the constructs will hardly differ in color, because logically every material, as far as I've seen, has its own texture. I would not think that's nice if the
  14. I like the blue, yellow and red ghosts that were shown in the August dev diary. It will be very helpful to know if there will be some voxel distortion or the intended operation is not permitted, but I was wondering if there will be an alternate indicator for someone who is colorblind and not able to distinguish them.
  15. Alright we simply havent the power to do actual realistic water dynamics. Until we find a better solution i propose we create a water voxel that behaves like any other voxel except you can pass through it slowly. This is a better solution then the current water texture surface. And is not hard to handle. Note it would not flow and should not be allowed to be in dynamic constructs perhaps we can add later that if enough is adjacent it will add more. (for instance mining water in the middle of an ocean it would replace itself) Really i dont see any other simplistic easy to
  16. One feature I would like to have when building is a hollow tool. The program I have been using to design concepts for my ship has this and I have found it very useful. Basically, it removes all voxels from the interior of a shape, leaving the outside surface as an empty shell. It does this even with complex shapes created by adding and subtracting simpler ones together. This would be very useful in Dual Universe, since eliminating any unnecessary voxels would reduce the resource need to build a construct.
  17. Can't seem to find any topics on this but maybe I just haven't searched well enough or with the right key words. Was there any talk of being able to utilize the voxel system to create custom player weapons such as hand guns, rifles, rockets launchers, etc.? I love the potential that voxel systems yield in terms of creating custom in-game content and I feel like this could be yet another wonderful aspect of the game for players. It could also work the same way as constructs by combining voxels with predefined elements. I apologize if this has been talked about previously. If anyone has
  18. There are different ways doors could be implemented in DU. One is what I call an element door. This is one element that forms a complete door and frame. Another way, which I prefer, is what I call a voxel door. With this method, both the door and the frame are primarily made of voxels with a few small elements to handle opening and closing. As an example, imagine we have a slider. This is a small element, probably one voxel in size. Each one could look like a coil, to represent using mag-lev technology to connect the door to the frame. Several of these would be attached to the frame
  19. I was watching the latest video on the voxel technology that is used by DU. In the video the show where they created a large rectangle and used a sphere shape to remove an arc from the rectangle. When this was done, there was a deformation of the remaining voxels along the line of the arc. Given the nature of voxels, I would expect some of this. However, that does bring up the question that if the shape of the voxel is going to be dependent on the voxels that surround it, will it be possible to use a "voxel reactor" to create "special" voxel shapes that can be cut and pasted into thing
  20. Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45 https://youtu.be/H9Y0YmqGYDM?t=887 Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction) Building a spaceship would be creating Data 1 point clouds within Data null Air, Data 0, could be spread in a finish construct by the intermediary o
  21. A little survey to open several issues about builders user experience
  22. Forgive me if I don't really explain this concept properly, I'm usually a quiet lurker (especially this one where a lot of people seem to be very experienced with these types games and I'm more of a starry eyed dreamer, haha). Anyways, I'm not sure if this has been mentioned yet, but what are people thinking about for ship-to-ship space combat, specifically how damage to ships will be visualized when made out of voxels. So, I was wondering how different weapons would affect a ship's hull especially exteriors constructed of voxels. So, for example, would plasma weapons "melt" voxels away
  23. Hello everyone! I've used to be a big fan of EVE Online. I've also have been a big fan and backer of (Everquest) Landmark, at least until it failed to deliver what was promised... Anyway, when I heard that EVE Online and Landmark might be mixed up to create something that might push MMO genre to higher state, I just couldn't hesitate and backed the project yesterday. However, some of you know how Landmark ended up (and Everquest Next). One of the reasons was the case of using voxel engine, which proved to be technically complex in what it would, but was not able to deliver. But...it w
  24. Beside the body type customization where we could play with some body height and size parameters: Character customization could be done ingame while playing by allocating attachment points to each part of the body structure: -Head .mouth .eyes .ears .nose .chin -Neck -Shoulders left/right -Upper arms left/right -Lower arms left/right -Hand -Torso -Belly -Back -Waist -Upper leg left/right -Lower leg left/right -Feets left/right Through the ingame building mod could build each of those parts seperatly and attach them and while in a standard standing pose, b
  25. In the kickstart promotion video, at 0.50min, JC mentioning that "you can build anything you want, space ships, cities, orbital stations, there is no limit in size" Jc mentioning here the infinity big, from voxels of 25cm What about the infinity small? or at least smaller than 25cm? NQ is missing something in the building part, 25cm voxels will not allow to build a chair, a table, a lamp, a frame, or any decoration objects, to put in (and in fact the only things you can build) empty space ships, empty cities, and empty orbital stations Its like, think big, look at it from fa
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