Massive Universe Online
two friends (Bergmann and Akaikee) and I had a idea 6 months ago. The idea was to create a multiplayer clone of the wonderful game X. So we started to plan and the idea changed to a real project.
And this project I would like to present you now:
Massive Universe Online (MUO)
The Plan is to create a multiplayer game witch includes the main aspects of X, but also added a lot of own ideas and mainly include a exciting community aspect to the game.
Here you can see our old Mindmap (wich is not that exact, but gives a nice overview) and a overview about the economic system
The project is spit into 4 parts:
- Implementing an editor for game content modeling (like items, ships, sations and sectors)
- Implementing the Client sided game logic
- Implementing the Server sided game logic
- Implementing the graphics system
- Required Software
We were have take care only to use freeware programs, so that everyone can come into this project.
- Developing with FPC/Lazarus (32bit and 64bit)
- xMind for the mind maps
- The models can be create with any editor which can export to .obj-files. We recommend Blender.
- As a version tool, we use git and on the client side Smartgit as GUI
At the moment, we have no exact idea witch license-model we like to use. Mainly the game will be Freeware but we also like to add a kind of a premium-system in order to get the Server-costs back.
- Expected time of project
We like to release the alpha-version in summer 2013 with the basic functions included. The alpha will run on a public test server. The beta (with all planed functions) will be released in the end of 2013.
The final release is planed for summer 2014. This is not that much time, but with enouth motivation and enthusiasm we can do it!
- Tasks and needed skills
At the moment, we are 3 programmers (Bergmann, Martok and me). The 4th Member (Akaikee) doing all our graphic- and model-stuff. The Blog, Wiki and Hosting is my personal task.
So we need (mainly) 4-5 peole wich like to create the graphic stuff, because this is the most time intensive task we have at the moment. This is way to much work for one person.
We are also happy if someone would like to help us only with a few models or textures and if you like, you will be named in the game for helping us.
The communication will be handled with Skype mainly. But we also have Mail
All decisions will be handled democratically, but on a deadlock situation, Bergmann, Akaikee and me have the last words.
We also celebrate weekly meetings in order to distribute new tasks and commend new ideas.
Important information about the Design In order to get a nice artwork, I'd like do describe the different races:
- Janaru (human like) - The stations and ships of this race will oriented on the reality (like Spaceshuttle, Fighter, ISS, ...). The color of this race is white.
- Tambinor (fish like) – The Models will look like underwater stations and -ships. The color of this race is blue.
- Bendalir (lavagolem) – This race owns gigantic, blocky or scee-like ships and stations. They should loog like flying rocks The color is of course red.
- Cogadh (kind of a lizard) – The own tall, sharp and edgy ships. (maybe like a cactus). The color of this race is green.
Also, the models are designed so that you can use most parts of the ship in other models (modular crafting ).
Development-Blog (since yesterday available in english!)
Massive Universe Online on Twitter
If you are Intrested, you can post a comment below or write a mail to firstname.lastname@example.org.
Bergmann89, Martok, Akaikee, Teekeks.
Last edited by Teekeks; 04-16-2012 at 01:57 PM.
Good luck the project!
I hope you've cross-posted on my volunteer related sites like GameDev because you're unlikely to get much help here other than moral support.
I don't know how experienced you guys are so my only piece of advice is don't forget to cut.
You're taking on a massive project and as much as you have all the cool ideas, etc you do need to stay focused and the best way to do that is to cut any features that don't add enough to the game.
Otherwise you'll all just burn out. Trust me on that.
several weeks, a lot of lost nerves, 283561 characters and 7242 lines of code later, it finally happened. The basic GUI elements for MUO are implemented. Until now, there are labels, radio buttons, check boxes, edits, scroll bars, images, list boxes, tab and page controls, and of course frames. So you can build just anything, which you can imagine. Of course, there will be one or two controls in the game, that are not implemented yet, but we have already planned this, so the existing classes can be extended quickly and easily.
Because we had enough images in the past postings, here you had something to ‘touch’. A brand new compiled GUI demo Please do not wonder, why the executable file is this large. The program was compiled with debug information, to be able to handle errors better. We would be very happy, if you can give us some feedback about the programm or the GUI. In the beginning we thought that a white transparent design looks good, but with the dark background it is all gray. But for this we have already planed in advance. To change the design just a little texture needs to be changed, the rest is done by the programm itself.
Have fun testing the programm. Please send feedback to email@example.com or post something in the comments. Thank you
download GUI demo
We have some update for you:
There is some update about the engine, the ships & stations and the models. If you like to read more: you can read our new blogpost here: http://muo-game.de/interim-report/
Teekeks from BitSpace-Dev
I looked for about 5 min on the web site to figure out what the game was about and failed... where can I find a general description about what the genre of game and what the game play is like?
You can find one on the mainpage of our Wiki (link). We know that our english Translation of the wiki is not that far, but we still working on this.
We will also write a detailed description about your questions in our FAQ, to answer this question next time before you need to ask
If you have any other questions feel free to ask.
Last edited by Teekeks; 05-13-2012 at 06:43 AM.
we have redesigned our website today and grabbed some general information on the main page.
The blog posts are now on a lower side. There you will find the today's post about the progress of the last week. Topic of the post: Our new member, IRC channel, sound engine
Best regards Teekeks.
Last edited by Teekeks; 05-14-2012 at 03:35 AM.
we have another small update for you. In today’s posting is all about our game engine named “SpaceMotor” and the progress on the sound playback in the game. In our blog posting you can find more detailed information about this: GrafikEngine demo, Sound prototype
There you also can find a download link for a demo of the engine. We would be happy to have some feedback on the demo.
there are some news for you. In the todays posting you can read all around the new gui design and our network protocol. For more information click here.
See you next time, your BitSpace-Team.
Last edited by Bergmann89; 08-02-2012 at 03:31 AM.
MassiveUniverseOnline celebrates its first birthday. Read more about the last year and the future of MassvieUniverseOnline on our blog: *click me*