18/12/2023
https://youtu.be/gv8ZWmboIHQ Starting a new Series :)
My journal as we work towards a Listen Server Multiplayer Template.
Solo Projects Studios Produces art for film, television, and the games industry. In addition we own
https://youtu.be/gv8ZWmboIHQ Starting a new Series :)
My journal as we work towards a Listen Server Multiplayer Template.
https://www.patreon.com/posts/bah-humbug-76667673
Official Post from Solo Projects Studios
Further Improvements are happening Daily ;)
Farming is Now Active in BNW !! We are wrapping up a few minor things now. But testers are already growing and selling crops. :)
Three Guesses on what we are working on now. ;)
The world itself, is an important character in Brave New World Exodus.
The Weather system has been upgraded. :)
Brave New World is close to being in Beta!! :)
At this point we have Character Selection working in the game and in the Save System.
Official Post from Solo Projects Studios
Official Post from Solo Projects Studios
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October 21ST : Blowing up my own fort to test the latest rocket launcher. Kind of a Bummer, I liked that fort. ;)
October 18TH : Just waiting to shoot all my friends on top of a giant mushroom. ;) I added the mushroom forest as a tribute to "Journey to the Center of the Earth". As a kid, I loved that old film. Also you may have noticed that I pulled the custom characters while we finalized other parts of the game. I wrote some code that randomly gives each player a custom color so players could tell each other apart. After everything is working the way I want it, We will do the final character customization system
October 18TH : Here I am on top of my fort I built waiting to snipe other players. :) For my birthday tomorrow I added a better movement system and a huge weapons upgrade.
October 14TH : At this stage, the progress bars on the upper left all work. They show health, food level, water level and stamina level of the player. Also most of the in-game building system is in place. this includes locks for doors. The building in the image was built by the player to protect herself and her belongings.
October 11TH : Here I was testing a portable inventory (backpack). And some body slots on the right to equip items on your character. Also on the top center, there were icons with recipes for crafting that worked. But then I had to port all of this to multiplayer and my heart just wasn't in it. Perhaps the only thing I truly hate to code is inventories. Luckily Kelly had trained enough on Unreal that he felt he was ready to code this. I happily handed the project over to him.
October 3RD : This month marked the official change to voxel terrains. I quickly added a compass. Then I did some quick and dirty coding to add a pistol, rifle and gr***de launcher. Since the testers had unlimited ammo, The gr***de launcher was a huge hit.
September 26th : At the end of September we had a large world that people could run around in. We had tested combat and we had it running on EOS. So it was free of any server costs. As I post this backlog of images on October 19TH (My Birthday) I can't help but notice that I started this page Eight years ago. At the end of September I knew we had a living project again. And now I guess the public knows it as well..
September 24TH : Testing some code for water detection and swimming. The game has an infinite ocean and we will be adding lakes and rivers.
September 22ND : Here we are testing two things. Multiplayer Construction and a character movement system called MoveIt!. The gray objects were made by the player as the game is running.
September 21ST : You may have noticed that the old interface is missing. This is due to a decision that will either mark me as a Fool or a Genius. Only the future will tell. I agreed to allow us to write our own framework instead of using an established kit. Now only an idiot wastes time reinventing the wheel. But somehow the subject came up and for reasons I will never understand, I decided to give it a shot.
September 21ST : Now we had to deal with one of the two major flaws in the Unreal Engine. World Composition is the tool in Unreal for large worlds. Sadly It Sucks! Massive gaps between terrains and issues with large worlds past a maximum that was set by Unreal over a decade ago. And No Support for terrain colliders on a Listen Server at all. So other players fall through the world if they stray too far away from the player who starts the game session. I created a Hybrid system that tricked the Unreal Engine and allowed us to make colliders for other players. It worked and we had a huge world that wasn't possible before. But the downside was it took a lot of labor to create hundreds of terrain colliders.
September 21ST : Here you will see some orbs in the sky. They actually serve a purpose. In order to get the physics working over large distances we are using Multiplayer Origin Shifting. Which is a techy way of saying keep the center of the game world near the actual player. Now it gets harder when you realize each player has it's own center to it's world. The orbs mark the edges of a giant 3D grid. When you enter a grid area we shift the center of your world.
September 7TH : Here is Kelly catching an early morning suntan. Actually I decided to test the Advanced Locomotion System and he was rather fond of the Ragdoll feature.
September 4TH : Just a few shots I captured to catch the current tone of the game. Later I will study them and make changes to carry the tone to a final visual style and mood that I want.
http://solostudiosinteractive.com/, http://www.solomakeart.com/, https://sellfy.com/SoloProjects
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