Jump to content
  • entries
  • comments
  • views

"Project SpaceVille" DevBlog #2 - An Update



Hi, everyone!

We are so so sorry for not posting for so long! There are a lot of exciting things we would like to update you on regarding “Project SpaceVille” and FAXIME. Well, there’s been a lot of changes to this project. That includes both adjustments to already planned details, and lots of new stuff too! We’ll be posting regularly from now on. We promise! (wink)


So, onto the good news!

The two programmers on the project have been really busy finishing their B.ASc. on Game Development Engineering. But it's finally over and we are now back track again!

Since our last devlog, FAXIME was basically just the two of us, so you might think that our absence meant that development had stopped. Thankfully, our team size has expanded since then, and we added two new young and cool artists and a public relations guy. (Maybe we can do a post about them in the future, who knows?) (laughs). So, basically, what we want to say is that, while we were mute we were very busy!


Now that that’s said, let’s tell you some of the new features we have implemented on “Project SpaceVille”! In this post, we’ll focus on some social features.


Am I still alone?

We are glad to tell you that you are not alone in this crazy world anymore! We have implemented a new AI system for the characters’ dialogue to allow them to be aware of their surroundings when speaking with you. In other to achieve this, we have also developed a tool that helps create new dialogues. It’s only in prototype phase right now, but it’s already making our life a lot easier for us as developers and game designers.

Our goal is to have villagers that feel “real”, and not not some mindless robotic terminators! (laughs) We hope that you’ll be surprised of how aware your fellow villagers are when talking with them.


Cool... Cool... And what about real people?

Well… Since “Project SpaceVille” is targeted to mobile platforms, it has been a priority since day one to implement social features into the game. So, with that in mind, we’ve been experimenting some features and some technologies.

We ended up creating a prototype multiplayer mode, which allows you to visit your friends’ villages and interact with each other! Right now, everything that you can do in single-player mode, you can also do in multiplayer mode. But, of course, it’s still very rough in the edges so there are still a lot of things to fix. Sadly, do to the nature of this feature (server requirements, security, etc.) it might not make it to the initial release. But we’re still exploring our option.


Meanwhile, we have had a million other ideas of gameplay experiences we wanted to create and we will be telling you about them and other work we’ve done in these past month in a very soon future!


See you soon! (this time, probably next week) (laughs)



Recommended Comments

1 hour ago, agamerthatlovesgames said:

Thats awesome a multiplayer game

Thanks :)
We had more ambitious ideas for the multiplayer feature, but we want to design the game play in a way that we avoid having server costs (at least initially).

Share this comment

Link to comment
On 6/30/2017 at 10:58 PM, RedOtter said:

Thanks :)
We had more ambitious ideas for the multiplayer feature, but we want to design the game play in a way that we avoid having server costs (at least initially).

You can always search for partnerships

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Rio Lloyd
      Hey all!
      we are a team of 3 looking for more members, 
      we are making an isometrical Survival RPG.
      we are looking For Members who can make low poly 3D artists who can do character models, environments, tools and more.
      if interested and want to know more email me at rioishere14@gmail.com
    • By nxrighthere
      BenchmarkNet is a console application for testing the reliable UDP networking solutions.
      Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries:
      ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub.
      You can find the latest benchmark results on the wiki page.
    • By trapazza
      I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD).
      To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads).
      For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface.
      So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk?
      Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least.
      Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
    • By FedGuard
      Hello all,
      I would like to start off with thanking you all for this community. Without fora like these to assist people the already hard journey to making an own game would be exponentially more difficult. Next I would like to apologize for the long post, in advance...
      I am contemplating making a game. There, now that's out of the way, maybe some further details might be handy.
      I am not some youngster (no offence) with dreams of breaking into the industry, I am 38, have a full-time job, a wife, kid and dog so I think I am not even considered indie? However I recently found myself with additional time on my hands and decided I would try my hand at making a game.Why? Well mostly because I would like to contribute something, also because I think I have a project worth making (and of course some extra income wouldn't hurt either to be honest). The first thing I realized was, I have absolutely no relevant skill or experience. Hmm; ok, never mind, we can overcome that, right?
      I have spent a few months "researching",meaning looking at YouTube channels, reading articles and fora. Needless to say, I am more confused now than when I started. I also bought some courses (Blender, Unity, C#) and set out to make my ideas more concrete.
      I quickly discovered, I am definitely not an artist... So I decided, though I do plan to continue learning the art side eventually, I would focus on the design and development phase first. The idea being, if it takes me a year or more solely learning stuff and taking courses without actually working on my game, I would become demoralized and the risk of quitting would increase.
      So I thought I would:
      1: Keep following the courses Unity and C# while starting on the actual game development as the courses and my knowledge progress.
      2: Acquire some artwork to help me get a connection with the game and main character, and have something to helm keep me motivated. (I already did some contacting and realized this will not be cheap...). Also try to have the main character model so I can use it to start testing the initial character and game mechanics. For this I have my first concrete question. I already learned that outsourcing this will easily run up in the high hundreds or thousands of dollars... (lowest offer so far being 220 USD) I am therefore playing with the idea of purchasing https://assetstore.unity.com/packages/3d/animations/medieval-animations-mega-pack-12141 with the intention of then have an artist alter and/or add to the animations (it is for a Roman character so some shield animations are not going to work the same way.). This way I could start  with the basic character mechanics. Is this a good idea, waste of money,...? Any suggestions? I then have a related but separate question. Is it a good idea to buy Playmaker (or some other similar software I haven't yet heard of like RPGAIO), and using this for initial build, then changing/adding code as the need arises?
      3.Get a playable initial level ready as a rough demo and then starting to look for artist for level design and character/prop creation.
      I would really appreciate some input from more experienced people, and especially answers to my questions. Of course any advice is extremely welcome.
    • By GameTop
      Dirt Bike Extreme - another game made with Unity. Took about 2 months to complete.
      Take part in extreme motorcycle races across the dangerous and challenging tracks. Dirt Bike Extreme is easy to pick up but hard to master. Race, jump and crash your way and other mad rivals through the amazing tracks as you master the skills and physics of motocross in this high-speed racing adventure. Conquer challenging routes on 23 different runs, discover new bikes and become the best of the best! Over 257K downloads already!
      Windows Version:

      Mac Version:



Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!