By Atwo Studios
Anthony here from Atwo Studios bringing you some new updates for the new year!
In this video I go over our game ROY, the new games and some general updates to the company!
If you have not checked out ROY feel free to give it a try! Many people have said they enjoyed the game thus far!
(I realized I should probably just make a new thread now that I've gotten a plan together)
Skies of Eden
Skies of Eden would be a multiplayer voxel-based space sandbox where you could build anything you want. It would have procedurally generated planets, and you could deploy tanks and ground craft. You would also be able to create large stations.
Planets would be generated as soon as you hopped into a sector with one. The planet generator would first generated an image of the planet to be shown outside of it's atmosphere, then the actual planet chunks itself would be generated based off the values from the planet image generator (for example: an orange gassy planet would have orange/dusty terrain). The chunks would be large hexagons that would be loaded and unloaded as players passed near them, rather than rendering the whole thing at once, which would save a lot on performance. The player wouldn't be able to see the chunks loading in as the atmosphere would cloud their vision until the chunks were loaded (kinda like a loading screen).
<-- A close example of how chunks would work
The chunk layout on the ground would not actually be a sphere, rather it would all be a flat plain. However, the chunks would load so that it would appear to be one continuos sphere.
(Note: Planets will most likely not be in the first alpha release)
Weapons and Turrets
Energy Weapons will only use ship power, and have no ammo costs
Cannons: Broadside close range cannons that have little penetration, but a lot of destructive power.
Beams: Long range weapon with high penetration, but also high power cost and recharge time.
Pulse: Kind of like a wave or something, good for EMP weapons.
Physical Weapons do more damage than energy weapons, but require power and ammo
Missiles: Self explanatory. Literally just missile pods.
Mines: Again, self explanatory. Space mines that can have stealth modules in exchange for less damage.
Bolts: Sort of like a railgun. Shoots a single shell that has high penetration and explodes once inside an enemy ship.
Energy weapons can also have effects added, such as EMP or anti-shield. This will greatly reduce their actual block damage, but will give it a useful effect for combat.
Shield systems will not absorb all damage. Instead, they will take only the brunt of the damage, and the player can choose where to focus the most shielding. Anti-shield weapons can briefly weaken enemy shields so that their ship takes more damage.
Players will be able to make stations in SoE. These stations can have many uses, but are vulnerable to enemy forces. All factions will be allowed to have 1 "home station", where they can dock their ships and respawn. It will serve as their hub, and cannot be damaged. However, when a sector has a faction's home station in it, the sector will not automatically spawn resources (like asteroids) over time. This is to encourage players to spread out and make bases in other sectors. Factions can also claim planets using a claim block. This claim block will be how faction members can manage their forces on the planet and can provide a real time map of loaded chunks if they have support satellites. Planets cannot be destroyed, but they can be captured by an enemy faction if they break the claim block.
Players will have to mine asteroids for resources in order to make stations. Eventually, they will be able to create mining and shipyard stations in order to boost production.
Mining stations will automatically mine nearby asteroids, and shipyard stations will automatically process materials and can build ships from those resources on demand.
Players will be able to create AI fleets, which can patrol and assist in combat. Eventually, there will also be NPC crew mechanics and lua scripting.
What We Need
We will need programmers, artists, and modelers. The game will be in the Unity engine, as I feel it is best for this type of game.
To apply, please join our discord below.
By Giusto Piedimonte
Hi everyone, my name's Giusto and this is my first post in this forum
First of all sorry for my english but i'm from italy so i might go wrong in some words
I would like to start programming games, like a lot of people, but i would like to program them litterly and not using something like Unity even if i know it would help a lot
So my question is simple, which language should i learn? I know that C++ is used a lot as well as java
Where could i learn some function or things based on games
I listen to all hint that you give me, thank you for reading all this, this means a lot for me
still a lot of work to do, but its pretty stable please let me know what you think <3
Atlas Sentry is a game of destroy everything. Using your turret, simply swivel and shoot your way to victory, upgrading your weapons to unleash destruction on the variety of spaceships. The bigger your combo’s the more score you get! Earn silver as you play and then purchase new weapons and abilities to better deal with your enemy. Different enemies use different tactics and weapons, work out your own priorities in their destruction order.
**2 different game modes
**A level select mode with 20 difficult levels including a final boss, can you defeat it? **Arcade mode of endless destruction, how long will you last?
**High scores to compete against others, see who can take the top spot.
TL;DR: zombie shooter game, looking for UE4 Coder and writer
Cold Comfort is an asymmetrical Multiplayer Zombie Tactical Shooter (MZTS?!) with a focus on co-op and environmental destruction. (Currently under development)
I started this project two years ago on my own, and in the last 6 months I've been getting more people involved in the project. Presently there are 20 of us! As most of the team is spread out across the globe, we do the majority of our collaboration online on Discord.
This is a deferred payment project. We use HackNPlan to organize the project and to log hours, which will be paid out once the game has been released.
We are planning on doing a Kickstarter the first half of this year and hopefully release the game in 2019..
We are in need of:
- a UE4 Coder
- an author ( for the audio script, and lore)
. VFX Artist
More info on the project can be found on our website and on our community discord channel.
Interested? PM me for details!