Well this is awesome! I can't wait to see the full game in action. I've missed death match a lot I have a lot of good memories! I've been wanting an update or a new dm game for a long while now! I miss dmnb I had some great times on there it was a lot more fun than playing muds all the time!
@Danny, if you need help with story writing let me know. I love writing and could give you some good stuff!
i can't wait for the update, it's taking soooooooooooooooooo long
so stop nagging, start waiting.
@Connor, that's not nagging, it's okay to be excited about things like this. Nagging is when you constantly ask when it is coming out. There's no need to be rude try to be kinder we don't need that sort of thing on this forum.
@Cuddley, well death match will come eventually. You have to remember it takes a long time to code, make sure everything is working together properly. Just think of it this way if you want a high-quality game with cool features it might take a while to put together but in the end it will be worth the wait.
Good news everyone! I'm giving up game development for good! Oh... come on, that was a joke, lighten up. I said lighten up, not storm out and throw chairs. No but in all seriousness, for anyone who's been waiting for an update, i'm still working on it. However, and be payshant with me here, I haven't been able to devote too much of my time to it or consantrate on it very much. Why, you ask? Because i'm getting ready to move out of my parents place. Why is this importent you ask? Because this means, I might not have the usual unlimited time I used to have before to release updates. I don't know what will happen to the project in future, I will try and devote time to it if I can find any, but do keep in mined i'm also looking into other intrests, mainly music, so this is as it stands a side project. However, i'm still looking into what I can with it. Mainly speaking, manual pilot. I am looking into possible ways I can make it work to where you can fly the ship with out using menus, given i've got a system now working where the power of your engines determans the speed. As it stands, the basics for manual pilot are in. So now, the game has 3 different control systems for flying your ship. The menu baste manual pilot of headings, the autopilot, or the manual pilot that requires you to steer the ship with out menus. The storyline is back, though it has a few differences from the original project alpha storyline, no spoilers though. That's all the updates I can provide for now, but I figured i'd at least post and let people know what was going on.
Thanks for the news.
Congrats on moving into your own place. I hope everything goes well regarding to that. I'll never forget the first week at my own place. It was so awesome...
There's a huge difference between nagging and hype, Hype is what I'm seeing here with people getting all hyped up for the game though with stupidly high goals and expectations for it, and naturally it won't live up to those expectations at all. So, in short, DO NOT GET HYPED UP TO STUPIDLY HIGH LEVELS!
Also, grats on moving into your own place man, hope it's all working out for ya...and don't panic either
I get a 404 when I try to download the game. Has it been deleted or something?
Hello, i'm back.
I have a question, what is situation of update? In realitysoftware.noip.us i see index of witch all maps to dnmb.
This game is working? please give link to me.
Hi all. Sorry for the extreme lack of updates, it should be enough to say that I'm residing in a different state currently, but will be returning home soon. For those who wanna know what I have done so far before I left, apart from finishing off the manual pilot system with the acception of a few adjustments, and reimplementing the requested feature of engine sounds for starships in multiplayer mode, I've worked on porting the original storyline over, since I was able to acquire a copy of the original project alpha source and still have it on my computer at home. This is of course all still in first person. I'm still debating on how best to do building, I've toyed with 2 ideas now. 1 from wayfarer, where you'd have crafting with sir ten tools in your inventory or workbenches and resources, and building would cause you to have a blueprint, or where pressing b would bring up a menu for sirten things to add, for example, room, door, wall, etc. You'd specify where you'd want it placed in the map and it'd be placed. I will notify you all when I'm home and able to work on the game again.
Greetings all. I'm now back home and can resume work on the update, right from where I left off. My goal now is to get at least the first level of the original storyline ported, and titen up a few things on online mode so their's more stuff to do. After that, it'll be ready to go back up.
[wow]! , glad to hear that.
Sounds really great. There is so much to look forward to... Keep up the great job man.
can't wait to do all that fun stuff in the update
Awe!! That's awesome!!! I can't wait to play the updated version!!! Are you moved out and settled into your new home? Hope things are going well!
Unfortunitly no, I wasn't able to handle where I was living very well, didn't even make it to the getting my own place part so I moved back in with my parents, at the moment i'm unsure on what i'm going to take for my next course of action, but it does mean i'll have plenty of time to devote to game development, specially because i'm getting back into the idea of computer programming full time again.
@Danny: I'm sorry to hear that it didn't went well regarding to live on your own. Don't give up. if so many people can learn to live on their own, you can do it as well. the worst thing you can do is to give up and spend all your time coding. I'll highly recommend you to keep trying. Start by making some tasks at your parents place and learn from doing that. You'll regret it later on if you give up now. Just a friendly suggestion....
It's nice that you have the time to work on the game again, but it is very important to learn to live on your own and take care of all this...
Greetings all. Their are quite a few things to report today so settel back. Alrighty, so first we've got the offline storyline. In porting over the original, i've made a few edits and corrections, specificly to the dark matter portion. I won't spoil anything with it, but lets just say it now makes proper sence in the storyline. So far i've gotten past implementing the dark matter sequence from the original, which means i've still just got a few more things to design involving the games first level. However, the sequence this time is... a bit different. Since your navigating in first person, dark matter won't just explode to your left and right, it'll explode all around the room your in. And its randomized now, so a max of 1 to 9 seconds can take place before the next blast goes off. Thus, running around in tite corridors is not exactly a smart idea. I've put in the checkpoint system with a manual save feature instead of an auto save, but at the moment i'm having difficulties getting it to work. For online mode, skills and classes have been implemented, along with player ranks. Starship piloting via the manual system is also beginning to be fully useable, though you'll need to keep an eye on your speed and your engine power when your at the helm as its rather tricky to pilot. I've implemented a new class client side for players, that automaticly loads the correct sounds for player movement, more things can be added in the future. This, i'm hoping, should at least put a stop to the difficulties faced when you would have more than 1 player in the same area moving, since the game is now no longer loading sounds for something as simple as walking all the time. Tractor beam modules now have a facelift as well. Instead of pressing shift t to use it, when you access the module from your inventory it will scan for anything it can lock onto, including stuff like power systems and levers. The interface is different depending on what's tractored, levers for instance if you lock on will prevent you from moving as the up and down aeros will be used to move the lever up and down, remember the speed of the levers movement during this is heavily baste on your tractor beam module's speed. Anyways, that's all the updates I have for now. I'm hoping to have the update out and the game back up soon.
[wow]. Keep up the fantastic job.
Greetings all. So after some more thought on building implementation, at least for spacecraft, i've come up with the following. I myself don't exactly like the idea of a blueprint system that just asembles stock ship interiors, as it limits creativity. At the same time, simply creating a prompt like in dmnb that would just ask you for room coordinates wouldn't work here, seeing as their's no more coordinates system that's visible to the players, and with the way the building system is set up my side, it'd be extremely complicated and difficult to work with for your normal, every day player. So instead, i've thought of this, tell me what you think. When you encounter a shipyard terminal and interact with it, your given the option of buying from a list of stock ship classes, or beginning construction of your own ship. Now, when you start construction, it is an extremely bare bones design. As in, in order to even start building on the interior, you need to add a module to it, a module basicly is an area in the game that will be connected to that ship object. The shipyard terminal will allow you to add new modules or remove existing ones. Now, here's where the building comes into play. When your inside the ship, working inside a module, you can press b to get a menu of objects to build. When you select an object to build, for instance a room, you'll be given the required prompts, for room for instance, meerly specifying its length for both left to right and forward and backwards to determan the size of it, followed by the type, and the sound. Once that's done, what will then happen is this. Baste on the direction your facing is how the rooms coordinates will be determined. Basicly if you didn't get it, you'll need to walk around the current room your in and find a suitable place to begin construction. The time to build the room will varry baste on your skill, though I might add other factors to the system, but that's the basic outline that i've come up with. Oh, and, today's updates. For offline, saving and loading functionality works. For online, manual pilot takes another step, in terms of a new change. That of the ability to press the numbers on the number row to scan at different sensor ranges to get which objects are neer by, and what direction you'll have to be facing to travel towards them. Pressing the numbers from 1 to 0 will scan at different ranges, for instance, 1 will only scan for objects that are with in 10 percent of your sensor range, while 0 will do a full scan. Well anyways, that's all the updates I have for now.
You publish a new version or no?
I like the idea of being able to build in the game. Sounds so interesting...
I hope the new game can be translated into multiple languages, and you have the possibility to export the text strings into a file ready for translation. I don't remember if you have mentioned anything about this for the new version.