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Alexander Konnoff

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  1. So I have been talking with some people, and I agree the word dump is very jumbled and alot to go through, but I have decided that working with or forking the open source pioneer code would be the best choice as to help maintain standards within the coding community. There are lots of features that need to be added, like first person planet exploration/shooter and support for multiplayer. Does anybody else have suggestions for features to be added to the 'windwalker' project?
  2. This is mostly a disorganized list of ideas for an open source game engine and space simulation game called windwalker: Oolite and pioner space sim both have free space sims available on linux, which is great. It would be really cool if an open source clone of the new elite dangerous was spawned which draws from star citizen and no man's sky; we need more HD textures in our open source space games and more feature like planet surface exploration and mining. The ability to build ships and create bases really takes the game involvement to another level. Take a few pages from the book of the folks over at EVE online. X rebirth was quite good too. What I am effectively looking for is an EVE online clone with single player story line like freelancer. I want the modernized look and features that are presented in elite:dangerous, star citizen, and no man's sky. Features lacking or missing in those titles include: Ability to board/pirate ship after disabling engines and docking, first person walking hand-to-hand and weapon combat, ability to buy a planet to build a base and industry, terraforming missions, ability to launch probes and drones, involved collection and reverse engineering of alien artifacts, large space combat with 3rd person command module, large battleships that contain smaller ships, technology hacking and password cracking, user create-able weapons, fully integrated trade market and stock investments, outpost and city creator, ability to create jobs on the bulletin board, alliances and guild play, location based damage and focus on skill, real-time development of technology and upgrades from engineers, use of upgrade-able on-board computer which can be overloaded or hacked, EMP for battle sequences and piracy, infinite procedural generated solar systems and plane features as well as bases and enemies, in-combat party customization and ability layout, rich feature cartography tools and data collection objective, cheat codes (console) and modification plugin ready for offline and custom server play, large volume power sources and collector arrays but there is a need to refuel or hibernate the ship to continue travel (can fuel scoop stars and gas giants, can use hydrogen and oxygen [lithium] mined from asteroids, upgrade-able powershed), cloaking ships and body armor, need to repair ship at mechanic or manually with engineer skill and supplies, larger ships can matryoshka doll nest smaller ones in their cargo, crews can be hired for missions, building and piloting of mech ships and suits, flight path and orbital planner, realistic gravitation and star proximity, realistic planet size and atmosphere transitions, ship overheating and radiation damage, need to maintain oxygen levels for crew and fuel consumption, need to have food to feed crew, sandbox buildable and destructible environment, main world wormgates and hidden gates as well as short range ship jumpdrive, business alliance such as transportation or private security, multiple currencies (silver, lithium, hydrogen, and universal credit) and forex market, bartering vs selling system for ship dealers and junk yards, in game drug trade and blackmarket goods, transportation of people and livestock (needs food and oxygen over time), integration of web browser and text/voice/video chat into system hud, full text to speech support and vice versa, realistic weather on planets, cooperative multiplayer play, create your own faction and create star bases and ships, user created job board and user controlled stock market with player companies interactive, fully interactive virtual reality immersion and full controller support with remapping (integrated xpadder and 3D headset ready), regional item availability and faction based relations, ship upgrade system with modular design, include the sol solar system and incorporate real star maps, character creation and class design, fully interactive universe with "alternate endings", fully modable, steerable weapons, location based damage and realistic depreciation, you can buy gear for your character, you can own multiple ships, fully interactive cabin interior, hire crew for multi-user ship actions, augmented vision (night vision, thermal vision, holographic re-imager, etc...), fully supported botting, fully explore-able worlds and player interaction spaces similar to second life, dock ships together in space (space transformer fusing), multi-user bridge, aspect of stealth-adventure fighting, integrated solar system creator (like universe sandbox), and many other features we await to be developed. --- Drillable asteroids with abiloty to make base inside base infiltration and looting become a builder and get paid for bases and real estate, ships, mech suits, guns, etc... in game c++ java/script and xhtml5 scripting and LAMP server console control commands as well as UNIX scripts user hosted private servers in game music player official modification to recreate the future in cloud atlas in Nea SO Corpros and blade runner official modification to recreate star wars and sar trek universe mod manager built in with support for external mod manager draw from features in spore Runs a VM instance of custom tailored linux os fully integrated webrowser and chat client with file sharing p2p system cpu/memory/gpu core allocation and customization up to 4 player split screen/multi-instance/multi-controller support feedback for virtual reality systems and interactivity suits/bridge simulators support for fractal graphics and fractal equations integrated scientific calculator ability to import animated images for profile ability to write a custom html5/webGL and java/script profile page cinematography engine for recording gameplay from multiple camera angles fully featured game editor client and game sequence editor with easy scripting suport fully featured scripting engine and coding studio which declares in game features ability to browse and install/freeze/uninstall mods from within game friend contact book and lobby manager (single unified game world) integrated firewal and peerblocker; live hieristic scanning and and active injection protection integrated vpn p2p filesharing and encrypted chat server cross platform release with game code designed to help exploit/jailbreak/downgrade/gameswap on those systems world editor realistic engivorment with fog, rain, water reflections, open source game engine based on blender buth with different programming language support emphasis on 1st person shooter ground based combat and infiltration of ships by docking mp3/wav/mp4-audio/.ogg playback in audio player with live streaming from .m3u & .pls (code from xbmc) support for modern and futuristic weapons (weapons futuristic by default) "zombies", "pirates" and "cops" swarm modes adjustable in game parameters such as frequency of vessel spawning and average power of battlecruiser, average size of vessel, lawlessness, etc... can use drugs liek marijuana or alcohol (also has amphetamine like compound and heroin downer; omitted from game inventory, modification of game files re-enables them) ability to create minefield and put satelite in orbit to survey the galaxy from far away (realistic delay in information) players can have sex with npc and spawn progeny in game (withheld feature still imbedded in game code, can be enabled in console) fully modifyable prices of comodities in trader outposts and realistic inflation/deflation on lithium and silver market; fuel market on hydrogen and lithium; equalized as glactic credit captains log reads like a microblog and guest can sign their logbook with additional content (facebook clone) also used as part of matchmaking services data-integrity protocol to hash information after sending from both parties to ensure non-censoring IRC chat built in (full featured ability to chat bot) game action capture with channel disection for audio and video streams from syncronized recording include timebreak game story mod (timestop quantum watch, portal gun, gravity gun) storyline option to be a theif with many opportunities to rob places (oblivion robbery) player abilities and karma/luck/psychic/awareness/etc... infections and dieses in game with doctors and clanstedine labratory creation (really allows you to make organic chemicals and drugs!) include transforming vehicles tobacco shops in game where you can buy bongs pipes lighters and cigarettes as well as cigars and roll your own tobacco (your fingers and teeth stain in the game as well as oxygen requierments and stamina as well as health decreases) items can have activation tokens without specific implication of connection (load water in bong, load weed in pipe) there is a bar where you can go if you are looking for a political assination lifestyle it is possible to build a fabrication workshed for reating custom parts and a crafting/engineering skill missions to preform recon and interactive survellance deaths can end with body parts falling off and never being repaired, damage can loose fingers and legs possible to grafitee public places where police might try to arest you (you can create custom tag in the painting browser which suports importable fonts) ability to build your own company large cities with mall and liquor store; ship dealer, merchandise, guilds, secure storage, weapon store, apparel and fashion, etc... hunger games related theme ability to command robots and have robots mine and run security for you item collection and quests missions to race spaceplanes through rings in an asteroid field and first to tag 3 goals in diferent solar systems similarities to civilization and sim city engine when managing colonies or planetary interface each copy of game automatically generates it own serial key based on mac adress and windows registration info ability to cheat using wireshark or packet injection software to spawn fake ships and create npc with desired loot software code very small, optomized for fractal sytem maps and procedural generation (continuum generation, a.k.a duality of calculation, system 1 looks the same to all players multicore support native to 12-cores and experimental scaling to 36-cores. Has some overclocking tools such as fan speed and system temp manager that can scal performance to fit system status portfolio. Windows version fully optomized for support in wine emulator for use with linux os and playability in virtual machine instance (supports graphics emulation for cloud servers) modyfyable physics engine guns and utilities from marines in aliens vs predator 2 customizable user interface ability to create widgets in game (comodity status, party internet connection speed/ping, etc...) has out of box support for ps4 controller, wii controller, eyetoy, xbox kinect, 3d mouse, psp, and open plugin controller module in game VM of linux is capable of running an instance of windows xp or another linux flavor internally integrated IDE for programming scripts, debugging code, making html pages fractal based galaxies, star distrobution, coastline, mountain ridges, tree growth, distrobution of elements owner of bar or base can play music, music machine for suggestions and live playlist creation you can use water and oxygen to terraform planet engine works for realistic flight simulator with drag and sall conditions, fuel consumption, lift due to wing geometry mall tycoon/buisness tycoon and sims related engine elements for managing personel posible to map midi over usb to controller input dna cloning and genetic engineering can be used to load homebrew on ps4 and xbox one (generic compatibility for ps3 and xbox 360) in game numric conventions can be converted to binary, ternary, decimal, dozenal game suports use of custom fonts custom IDE based on Kdevelop, eclipse, QtCreator high level of integration for tools and features game supports screen splitting to up to 3 monitors persistant play universe with NPC that only spawn after death and change characters after a day ends nueronet AI and economy simulator it is possible to load and boot homebrew code and cracked protection game images (jailbreak magic swap disk) homebrew and exploits can be loaded in over sftp and USB/HDD/CD random number generator that uses random.org and lots of internal components for algorithm in game physis almost exclusively in quanternion adjustable corsair for weapons (includes nuclear, biochemical, and mitsubishi logo) rip source code from pioneer space sim, FlightGear flight sim, ground based shooter combat on crysis3, halo3, farcry3, modern warfare 3, counter strike, battlefront, metal gear solid, space based shooter combat on strike suit zero, eve online, freelancer, elite, pioneer, civilization and sim manager based on civilization: beyond earth, the sims, sim city, halo wars game engine optomized for ground combat, racing, space combat, civilization builder, sim manager, second life internet place ability to create and import custom star maps (import google earth, celestia, stellarium data) ability to auto-mine and auto-forge (auto-shoot combat bot) includes level editor game starts on earth where a large fleet of human ships is being launched from earth, moon, and mars for colonizing the galaxy. You will be able to watch these NPC players migrate through the universe and can even capture them as slaves for your colony or ship deck aliens as citizens of the empire lots of hidden locations and lost loot in deep space ability to turn off warp drive between systems political system with voting and laws that change over duration of game play (communist or libertarian constitutionalist?) cloud rendering distributed computing like Einstein@Home and Electric Sheep evolutionary algorithms you can command multiple battleships, transports, fighters, even space stations/generation ships bank account, stock market, forex trade, multi-currencies, cache of silver or lithium/hydrogen waypont planner, map viewer, shareable waypoints for group play mainworld jumpholes and private jumpholes (for faster long distance travel) requires jump key autopilot mode for ships realistic distances of planet distrobution in sol star system realistic planet procession and glactic exionox from star charts of sol star system changine corsair for different target types and status star system editor like universe sandbox (fully suported clone with extra editor features) in game utilization of realistic technology and engineer design of structures (solar panels are certain efficiency and take up space for power production, fusion energy consumes resources) text to speech and voice commands with importable profile from dragon naturally speaking and windows speech recognition intelligent chat bots that learn your reactions as positive and negative and interact with you on a faction basis karma engine similar to fable, oblivion, the sims genetic programming evolutionary algorithm in game screenshot and recording software ?support for python and php? Realistic mineral generator (creates elements based on universal common homgenous and star type to morph even-spread distrobution) fluctuating currency with inflation/deflation in open market use of state banks which are federal to manage money deep involment in mining and manufacturing, building, selling and terraforming/planetary asset construction players do develop stats that can be used for combat analysis and leaderboard stats incredible list of comodities with a player submission request forum which are added to the game via updates events and news in galaxy also you can show up in the news and in bounty hunter shows (cowboy bebop theme) drone vs drone plugin can be used to overlay hud and video from drone feed to controll drones in augmented reality game (supported hack) 3d animated fighter formations (can tell fighters to repeat a flight pattern in 3d space) game takes live data and also previous data and runs a fibornacci projection on "forex" market trade forex data from USD, EUR, JPY, AUS and worldwide silver/lithium/hydrogen values and trade estimation of market value flooding the market with a comodity brings down its value over time there is a farming simulator component to the game where you can grow tea and marijuana your ship can be a submersible and go under water and in oceans, fishing, terraforming collection All buildings are enterable (whether locked or not) and have levels where you can loot and cause destruction use of upgrades such as magnetic sail alows you to recharge electricity while fuel scooping the stars ability to create a wormhole gateway and private highway (train simulator) ability to create in game macros (have AI and NPC ships automatically dock, refill, launch, transport, dock, deposit, launch, lather, rinse, repeat) player to player trades can happen in space once docked to eachother from cargo bay player to player trades can happen in space station with docked ship over chat window or person to person dynamic economy and gameworld that react and change according to the characters actions high atention to detail by precision of science (thrusters manuveur and throttle corectly, space stations rotate to provide artificial gravity, ultra realistic depiction of the milky way star systems, real sizes of systems with propper orbits, adding cargo weight uses more power, photorealistic game world quality (photogrammetry) rock climbing and repelling, hanging out of ships, being lifted up for recovery exploable interiors more than 66-75% space walks with magnetic and climbing boots and gloves hoverbikes and other small vehicles like monorails ane elevators in buildings and scaffolds drone swarms commanded by NPC and players in combat and scouting ability to create traps and set mines complete compatibility for use of game engine for soccer, football/rugby, baseball/cricket, hockey, bowling, golf, swimming, athletics, basketball, tennis, table tennis, motorsports, skiing/snowboarding, volleyball, boxing/mixed martial arts/wrestling, surfing, boat race, mountain bike/bmx/bike race, horse raceing, bull riding, large loadots of statistics and data in developer more incorporation of mission success probability, use of probability through statistics mechanics developer mode built into game through patching with dev "executble" file native support for 1080 4K use of lithium, hydrogen peroxide, and hydrogen as fuel and electonic source in proton lithium fusion has an RPG engine compatibility with mods in the style of knights of the old republic and final fantasy use of hacking asnd cracking passwords and phreaking electronics (enter the matrix, deues ex: human revolution, falout 3, large engine compatibility for mini games (wheel of fortune, jeopardy, solitaire, bejeweled, geometry wars, chess, darts, pool, poker, ) planets have realistic weather, temperature atmosphere composition, allocated natural resources, etc... contains a quantum computing simulator and quantum handling descision algorihm warp seed from 12*, 8*, 3*, 1.5*, 0.75*, 0.333*, inclusion of animals and plants in game world as well as bacteria/fungi/virus different kinds of minerals and raw elements available in realsitic ways (need to smelt certain metals, extract gold from minerals, purity of ore, etc...) biome life simulator requires balanced terraforming to sustain animal populations and not have outbreaks ?use of steganography and reverse audio clips? High level of immersion in all areas of science wthin the game scientific simulation animation for breasts and asses/thighs. Fully supported for nudity patch. Game has the potential for sex. Support for 3d screens and holographic headsets ability to install multiple mods such as star trek and star wars ship packs, modern warfare weapons, halo assets such as enemies and vehicles support for surround sound 7.1+ channels has an imax projector mode for hemisperical screens 3d glasses support for regular monitors using r/b shades better than eve online, elite dangerous and no man's sky closed source release for 4-6 years and then release all components source code to public serious astrophysics and economy (uses realistic physics and economic simulations) has an in game audio equalizer mod for game allows you to play music and use starscape as visualizer, also solar flares can dance to the beat chris suggests: hunger games, building, first person shoter element lighting laser gun, rail gun, laser gun, plasma ball, particle beam, etc... energy weapons photonic crystal, lithium proton fusor, electrolysis, methanol fuel cell, etc... include old school balistic weapons robotic sentinels mech suits and exosckeletons, active electronic armor wire mesh skeleton render mode audio player based around virtual dj and traktor (some eatures implemented in playlist) archaeology and burried loot, alien artifacts and ships, cities and pyramids underground, and mercinary hunters who try to get the treasuer firts and bring in weapons nuclear weapons, chemical weapons, biological weaponry and radiation poisoning, post-apocalyptic armagheddon scenarios dark worlds, no sunlight, can oly use infared, and black hole systems some elements of paprika anime minig asteroids makes hem break up and loose minerals, shooting asteroids makes them break up steerable missiles ?use of deep sleep for extremely long distance jumps? Learning center and library with starmaps and weapons/combat training ?find quantum timkeeping device that you can get in archaeology dig, put several of them? Well developed campaing play or free-form space exploration and online massive multiplayer mining machines and "planet fracking" Ability to create greeting message with MIDI and mp3/wav/ogg gravity bombs and star wars weapons (expecially clone wars) different kinsd of body armor, invisibility, super sheild ground based turrets, turrets in doorways, entrances, hallways compatibility with cheat engine, memory injector, aimbot, wallhack, etc... incredible server feaures like anti-cheat system and vote to kick for troublesome/cheating players, support for dedicated servers anti-cheat software and bug reporting ability to unlock all weapons and perks, unlimited ammo, unlimited suplies, 1-shot kill, rapid-fire lots of hidden features in terminal console, like half life, god for single player and dedicated server admin detailed player status report and leader scoreboard game can take a picture of your face using webcam and use as 3d avatar player information is stored on private server including IP adress, OS "serial" number and MAC address cheats/mods only work in single player, user hosted server, or supported dedicated server variable AI intelligence, agression, group/pack or single fighting, reaction time, skill, plugin support for user created changes include source code and functions from openlancer (freelancer clone) there are laws in the game and rules that relate you to your faction. In the game you can have a wanted level and bounty. Stolen goods can be confiscated by police if you consent to an arrest. You will pay a fine in money ?and loose gameplay time? Open source buisness model through voluntary donations and delayed open-sourcing instanced server model with party selector or single world dedicated server? Include some elements of world of warcraft in the engine and possibly in play launch server for game instance similar to half life Ipv6 support star system discovery and player history monument markers (roster status for discovery/naming/creation) strong piloting gameplay modification with cartoony coloring setting like in no man's sky floating cities in the sky and space elevators subscription based mainworld dedicated server with lots of extra content that is exclusive to paid servers 3d sound ?and dolby support? Chromnium browser application in sub menu in game computer operating system and applications in game level editor like space engineers and halo 3 scan in face for 3d character face on kinect system resources in ships and stations, system overload, system upgrades coolant systems for ships, suits, guns, etc... radar, thermal vision, xray/gamma, night vision, ultraviolet, holographic vision, tetrahertz see through 3d temperature counter strike mod and half life day one asset import max payne like bullet time, slow motion, time shift lots of graphs and charts in game ship computer shows that it is linux, with a penguin gressed as a clone trooper deployable drones for mining and combat with remote control, multiple drones, skinnable UI for different driver preferences (ship customization) support for command sent via Hyper Text Coffee Pot Control Protocol ability to rob nanks for credits through terminal hacking and steal large amounts of silver from vault, also steal small amounts of silver from metal refinaries simulate shipping industry where people in transport haulers can deliver goods to far off systems for delivery schedules and drop off of goods captain log in micro-blog fashion available from user profile front page ability to dig and create underground cities and habitats ability to work cranes and other pieces of equipment remotely (smart electronics) animals and other life forms in games, using fermi aproximation and habitable planet data from space telescopes ability to create "noahs ark" generation ship that can manufacture life with scientific training compatibility with smart AV reciever and smart TV realtime dynamic rendering of phsics for thrusters and turrets, asteroid impacts, location damage, etc... game uses SIP and VPN for audio, text, and video sessions. SFTP for file transfers. Blowup the power station and shutdown fortified enermy compound Use of crawling through vents ability to createmultiple user profiles and play split screen (4 players at once with controllers or usb port mapping) game can map a folder through the virtual console to the VM for 'game-linux' and allow user to use usb device and map virtual drive in game os similar to vm-ware tools. Allows network tunneling and firewalling elements from star wars galaxies realist distrobution of chemicals and elements from our universe and different types of stellar history map of milky way which rotates realistically to the date and time of your current adventure, shifting star maps slightly and making you need to reconfigure your camera view loading screens, game saves, and cutscens do not giveaway in game event triggers VM has bottom tier specs for running an instance of windows xp and runs a custom distro of linux with a kde interface and 3d window skin. Gpu time can be dedicated to the VM instance and also used as generic multi-core CPU. 64-bit support. Ability to enumerate devices over network. Code from virtual-box. Realistic damage to ship, air-lock breach, coolant leak, cargo damage, glass cracking, thrusters loose power or blow out, machine guns loose accuracy or freedom of motion, wings are less aerodynamic, etc... atmosphere can rip loose parts off or overheat ship, also corrode and impact shock shakes vehicle lots of different clasesof vehicles such as flying cars and hoverbikes. Jetpacks, rocket gliders, mech suits, monorail maglev, space elevator, etc... server has support for beowulf task offloading and client has experimental cloud processing support incorporation of a few tesla technologies and display of mathmatical formulas like maxwell quanternion when calculating and jumping space ability to remote pilot ship and send ship into orbit to get back from action, you can call ship to you and it will arrive in the safest manner possible remote control turrets and sniper robots, drone tricopters, etc... ability to form allies wihout joining faction has a modular ship and base creator like kinetic void compatibility to export models to cad and matlab differnt kinds of sheidls and armor with an ability to overlap 2/3 character flexibility animations based on acrobatics and yoga, martial arts, althletic sports, twister, sexual positions heat shileds and coolant systems radiation shielding and absorber that needs replacing attention to detail in ropes and bridges, realistic sway and taughtness biology and growth simulator, animals evolve and can have trangenic mutations that result in new species big holes and deep underground tunnels that lead to caverns lined with cities inclusion of the consitution of irislundin the game which can be read at the library (used when studying law to become a police force member) in game music generated by musical creation AI 'bot' that creates music based on generic template with 36 preselected songs that are fitting for vibes within the game include comodities like beeswax, coconut milk, almond oil, avacados, bacon, pizza, apples, ability to genetically engineer and popluate planet, gene editor, chromisomes, realistic dna viewer that jumps large segments of code (game engine can however show you all segments of code like computer editor, tool also works for hex and memory dumps), creature creation system like spore, mixing segments of code creates new creatures, follows similar rules to real genetic science, engine can auto select appropriate cross genetics for user specified changes ability to do chemistry in game to create fuel, nanocrystals, create composites, create successful genetic experiments, create drugs, make supplies for manufacturing technology, synthesize medicine, nutrients, clean co2 scrubbers, refine raw materials music generator creates melodies from fractals that are harmonically analysed and matched for melody creation, computer generated music and sound effects, works like pandora with differnt generes and user opinion influences generated sound terraform terrain generator that uses fractals to create random planets and land features (like voxel form) ocean water features waves realsitic to gravity interactions internet data actually uses a holographic method of fractal compression, as discussed in the video game loss-less fractal compression game engine capable of rendering complex 3d fractal procedurally generated self-iterating map canyons and coastlines are 3d fractals, plants and animal skins are fractals, textures on asets are fractals (some are custom crossovers), asteroids are fractal and precedurally generated, clouds, solar flares, smoke, player eyes, genetic sequences, lighting effects, forests, etc... interactive holograms in game engaging an enemy will rain the AI nueronet on ho w to better play with you machine learning and data mining with semi-supervised reinforcement learning quantum, fractal, and holographic programming language support and engine features in game universe is adaptive and evolving, science of generative process, chaos heory, buttery fly effect, evolutionary computation, emergent programming, quantum cognition nueronet artificial intelligence and quantum consious mind/artificial consiousness quantum probability string and m theory physics use of gravitoeletromagnetism, magnetic sails, wormholes, etc... simulated electrical interactions in stellar bodies and plasma filamentsd between multiple stars, lighting on planets, space weather, etc... digital physics and computational universe game has ability to select from base-10 to base-12 numerical units in game game staged on single unified world server or 3-12 dedicated server partition slecatable in server roster swarm and nomad intelligence, game engine designs highways as time goes on, relying on most frequently traveled routesfor design and construction of permannet wormhole gateways constructual baesd gameplay mechanics with generative systems social simulation, simulated economy, simulated terraforming, crowd simulation, quantum game theory synthetic intelligence, recursive intelligence (strong AI), program synthesis, inductive programming, soft programming and soft computing use or euler, ternary, and base-12 numerical system use of swarm of robots to construct ship in most effiecient manner (ant and bee, termite algorithm) probabilistic programming, evolutionary programming, inductive reasoning, machine learning, preocedural reasoning/synthesis, reinforcement learning, recursive self-improvement elements of dynamic game difficulty balancing use of flow psycology and imbedded diurnal sound/ and brainwave entrainment integration of nuerofeedback technology non-linear gameplay (e.g., branching storylines, sandbox, open-world, free-roaming, meta-gaming, ) language translator in chat (optional for multinational play) light-speed and time dialation is a factor (pilot has a homeworld age and a character age, accelerated growth of terraforming in warp space, etc...) realistic transmission of motiont hrough inertia realistic energy consumption from thrusters, warp drive, etc... asteroids can impact moons, bases, and planets, causing damage deductive reasoning in game AI support for .jpg, .png, .bmp, .tiff coordinate positioning system where sun to galactic center draws the forward direction and andromeda galaxy (next closest) will mark top side of grid, disk edge marks the horizon line units in meters, kilometers, centimeter, gram, kilogram, light year, parsec incorporation of in-game web browser like eve online or second life with tabs and restore pages function, flash and java support, based on chromnium, support for google webfonts, exploit protection, auto-updates incorporation of in game virtual machine (selectable through in game apps function) (?hidden?), web interface error-reporting and bug-help developed on linux, released for linux mac and windows, debugged in wine emulaor native support for linux computers, with heavy emphasis on ps4 platform ?and anroid? Enables unsigned code execution and hacked bootloaders on ps3/ps4 and xbox360/one, homebrew, game swap, copy-protection breaking in game command console, uses unix bash and sript, terminal commands plug-ins/scripts flexible enough for a game of pac-man, asteroids, geometry wars, breakout, use of in game zoom and telescopic vision modding API allows users to alter the game by writing scripts, ModSDK (an application that is a set of tools specifically created for modding) sci-fi ambience start on earth in milky way and explore the universe, uses real star maps and system data, procedurally generated galaxies that resemble known universe, time dialation and age shift, current galactic data charts, scientifically accurate underwater cities, use water as camo-flauge, cities eventually submit to sea level rising, underground cities inner asteroid cities cities in he sky (orbital cities) source code is commented for community release color-blind friendlyness configuration UI configuration and resizing planeary ownership carriers/mobile docking bays command a flet or an entire army and defeat enemies from afar, send them of to explore, trade or conquer command interface allows you to send commands to a number of ships at a time contains ship editor, base/city editor, terrain editor, and random construction engine that attempts to create realistic flow and layout NPC's are created by having "sex" and donate their alorithms to the new generation of AI charaters multi-monitor support pulsars, black holes, brown-dwarfs, gas giants, ability to overcharge weapons systems which causes them to overheat and possibly loose accuracy/reload rate/damage systems in-game NPC chat based on chatbot AI (AIML) realistic star catalog realistic orbits and rotation/day-night cycles newtonian space combat freeform interplanetary flight imbedded player class system and skill levels, phased out for no classes or skill levels, still using character factions and rating/reputations dynamic story generation realistic reproduction of reality using scientific first principles multi-player lobby and dedicated server selection with average ping, load, player numbers, slaves and clones as comodity and other black market good contacts and in-game bookmarking ability to salvage from destroyed cargo containers, ships, stations, battlecruisers, fallen cities, etc... in game sensors that detect objects, bases, planet compositions, target data, etc... death penalty rules; you can rebuy your ship for money, use a fre generic staring ship, have to pay for escape pod pickup, may have bounty for failed mission or pickup fee, escape pod is indistructable reputation types: trade, smuggling, piracy, mercenary, bounty hunting, assassination, exploration, espionage, prospecting, criminality, humanity factional allegiance to only one party such as federation, empire, alliance, corporations, systems (agricultural, mining, etc...), organisations ability to transport passengers for money ability to stake a mining claim, mining from comets, mining gas giants, gas/dust clouds, possibility of conamination, refining, government type; none, anarchy, commune, communism, corporate state, religious cult, democracy (independent, federal, alliance), theocracy, dictatorship, feudal, imperial colony, imperial protectorate there are alien life forms on planets, moons, asteroids, etc...federations along with rebeliou taxes for erconomy, ?wellfare? ?free health care?improvised health care with modifications child care birth and family intergrations- interspecies breeding canivirous plants - musical plants diffrent freeuncies of for ambience for difrent themes procedural vehicle generation (tricycle, hoverbike) modular parts music club with dj app integration fucntion in space station (side-game) end game convergence to peace or war fare the ieveitability of life but the descent of life is a very interesting aspect where there is dark there is light where there is life there is death a most over whelming world with integrity and destruction life pods and health checkpoints for refugees escaping war torin systems online game syncronized events to single player "live campain" psy op missions along with rebellion infiltration one or two moles inside each government player democracy through in game elctions and polls influences social political allies all rougue states when occupied will submit or face hanging or firing sqaud all rougue systems piracy is not a crime constitutionally based law system mod for matrix takeover in galaxy, sentient machines that harvest people using community goals and taking missions you can help create structures, aiding in building empires and large space stations you can hire npc wingmen escorts and give them simple commands (hire employees) or have slaves do your labor it is possibleto have sex with slaves, but try to move away from rape element, more about arousal and mutal consent based sex ships are engineered to be symetrical and aerodynamically streamlined for inerplanetary and underwater usage, guns house inside of hull has a mechanic for realistic piloting in space with fuel drain, trajectory optomizations scripting backend VM like linux the ability to outfit a transporter as a medical ship and provie health care and "harvest organs" has strategic nuclear warfare like norad in "DEFCON" game many elements in the game are highly customizable want user to be able to load a command line module in game that then allows user to type in VM-launch command and brings up secondary screen to console that contains a kde linux enviroment (lightweight, like DSL or ARCH) virtual machine is customizable for support of up to 8 processors and 8 gb ram with video card pipethrough support for openGL and generic mac/windows display adapters, GPU passthrough for VM VM supports virtual hard disk with bootloader grub and use of partitioning tools, supports booting of iso and bin game runs a backround instance of linux to provide script/plugin/console/network/cluster/AI/"program windows" support game supports network controllers (psp-clones, phone, tablet, remote desktop, etc...) it is possible to whipe out an entire faction to stop their living and genetic algorithm from evolving linux VM runs apps like audio jukebox, dj mini-game, in-game browser, roster viewer, etc... default user acount is created on in-game character creation, user acount is limited and cannot run certain programs, a default username of root and a password of toor will unlock super asking you to change your password user which will run a one time script to create an admin with a desired password, root login is now veiwable from main screen. Stress test for virtusal machine; run doom3 at 25+FPS, succesfully get pcsx2 to run metal gear solid, play a game of halo custom edition on windows xp, boot windows 7 install and sucess, boot windows 8 install and sucess, mac bootcamp, geometry wars on linux/windows/mac, game performance automatically balances to use of virtual machine resource hogging embedded linux adds beowulf cluster rendering support for game assests ans speedups, AI nueronets, economy simulation, calculating orbits, simulating physics to make them more realactive initial plan is to make rough note, consolidate nots, make more rough notes, consolidate once more, pich storyboard, develop rough prototype of game features and brainstorm mapping, introduce a small number (12-18 people) for dev team positions and meetings about the new project and areas ox expertise as well as ability crossover, write a website about the project, then attain crowdfunding to pay for development and 66% life salary goals, release pre-alpha to backers, release alpha to backers, release beta early for backers and then to general public, have final version and three expected patches for total open source release. Open release available early to backers of the project, with delay of 3 months before releaseing open source. Plan to keep project alive for 6-8 years with open source forum created for gameplay after official release. Whole product is open source and we make our money from donations and crowdfunding (everybody should expect to make 33% to 66% of their life income from this project media browser hybrid between XBMC and winamp. Support for multiple tracks with beat matching and auto-dj feature, support for vst and vsti instruments. It is possible to set processor scheduling in game There are starving/thirst poor people and you can give them water listening to radio scanners can lead you to loot or help you find rare entities in the game in game linux VM spoofs your mac and other sensitive data like OS-type for security in game speech synthesis tools embedded in linux VM capable of running backtrack and usb device remapping to VM from host (usefull to hack wifi, crack passwords) in game linux vm is given lower run priority than other in game events in game bot detection and flagging (expecially in chat), bots that repeatedly post links or try to advertise out of gasme services will be flagged and statistically evaluated, eventually brought forward to the admin's view there are dieses and game and you can contract them , have them cured, overcome them, or suffer from them , potentially increasing your risk dying large libray of fuctions and libraries for tweaking parameters has killer app features like visual editor and scintific graphing calculator in 3d/mesh/ supports quanternions and quantum formulaes it is possible to train your robotic NPC through nueronet and mindmpping program selinux integration and iptables firewall compatibility. Uses kde wallet to manage player sessions on a single acount ability to set arbitray destination in space and travel there in the shortest or most economical route, or hybrid routing, warp drive classes are limited in distance and fuel consumption game is 64-bit optomized for vaporware future hardware breakthroughs in RAM and GPU, HDD. Later down compiled for RISC and 32-bit game automatically unregisters module in memory when not in use to preed up general computer performance optomized for features with ATI graphics and AMD processors including APU parallel processing (emphasis on existing linud ATI/AMD support) option in main memu to enable extra hardware features allows you to contoll audio card like soundblaster or asus) support for FPGA hardware by enabling proram wriers in the linux VM to implement features in game media player has the ability to load videos like VLC (watch live game steams!) 10k-336k-4.032M-12.096M players could be on the game at a time online playing and exploring you have earth system date, galactic roation years, and local time dialation calculated by quantum compuer later in single player you find a watch that allos you to reverse short periods of time an speed up time (clock stoppers, etc...) time machine can cause health effects there are parameters that will affect your characterstrength,fertility, longevity, stsamina, awareness, fatique, etc... hire a hacker as a developer team member to try to bug/glitch/exploit, and show malicious loopholes that need patcing (security audit) player account serial generation from mac, ip, and OS registration are md5 hashed and then encrypted using 512-bit AES encryption, transported over SSL with wireshark protection for hacking dedicaetd servers, only wireshark works on personal dedicated servers hidden in game milenium falcon and deathstar as well as stardestroyer and tantive iv and xwing ability to hide inside an asteroid, hollow moon, character deault look based on most prevalent algorithm for genetic disrobution aspects of voice controll and psycological empathy feedback contains an in game magic eight ball that can spuedo-influence events based on known truths, actually tries to improvise a tactical response use of rainbow tables in game hacking mini-games ?social engineering tools such as a map of player ineractions and related causation? Large grids of information that provide statistics from economic, factions, marke, planet composition, etc... game uses large layers of encryption for in-game data activity and in game brwoser features pdf viewr and open document format as well as imbedded xhtml5 and java/script editor features an in game text editor with copy paste support fuction or text dialogs features GIMP based texture and spacial ambience editor in game linux distro contains wine and all openGL libraires programming and content emlator similar to eclipse or bluefish integrated apache server for player front page, content, game lobby, etc... embeded linux distro includes midnight commander primitive support on linux VM for package manager similar to opensuse possibility to breate a shipping wholesasle company like alibaba and own a trasde station tiling window management (esktop effects) virtual dj sidegame can actually man to real DJ equipment (support for all native virtual DJ plugins, supportive for traktor plugins, drumkits, pianos, effects processors, mixxx plugins and has the ability to map and export controler profiles over usb suports a large number of machines such as kaossilator and kaoss pad, queneo, launchpad, midi piano, vst and vsti plugin, virtual turntables, lightshow with modules you can buy, ability to put up posters, ability to broadcast beat through iceast servers that appear as audio sreams in game security status in game allows you to enter areas or have to break in server app optomized for 144-grid cluster computing network @ 6-cores per node support for creation of small procedural worlds for deathmatch style games where there is a moment of peace prosperity then resources diminish and war breaks out for ownership space trash and illegal dumping in intter solar system (dumping only legal in deep space badlands) fully fledged offline mode (willbe hosted on local client machine) glimbing gloves and clinging rope climbing up mountains that your character cannot jump up hidden underground minerals, sometimes a tetraherts scan of the earth can reveal geological deposits voice recognition cancontrol ship controls game has ingamevoice changer that can sill be recognized by other players elements of train simulator where you buiod monorails to transportin city cluster computuig dedicated server allocation system that only uses 3-12-1.4-18% of your procesor power for load offtasking from dedicated server dinosours exist on certain planets there is a place called lv-1201 unlockable through console which allows you to explore the alien univer knights of sidonia mod halo galaxy mod jadio jammer and emp has source code for original elite and star fox in developer testing mode   multiple players will be pitted against large groups of human players who will selevt their universe through the in gameloby stellar winds radiation from gas giants and sun emphasis on player to player interactions use of smileys in chat ?changeable fonts and colors in chat? Ability to inject drugs for combat/awareness, luck, skill enhancements (perk packages) in game hud uses VLC media palyer to draw small interaction dialogs idea to le in game controlls pilot an rc drone and overlay hud with realworld statistics, possible to program distance totarget algorith and accepts 3d terrain mapping from slam and depth.camera, as well as gps in game data can be conveyed to VM linux for immersive homebrew experiences built in game search engine based on google for finding information in game encyclopedia (expanded manual, like wikia fan pages) wiki based encyclopedias engine and manual with walkthrough section after warning spoiler allert uses of prisons and wards to hold criminals (side mission escape) become a fugative   I am interested in integrating a VM that can run linux on screen within the HUD of a space ship. Though I want this to initially be a dev locked feature, I want the immersion of running homebrew applications to further immerse game interactivity. Is it possible to run a VM linux to hand scripts and libraies for the game and have the KDE gui visable in a widget on the hub?   I want the VM running the micro linux to be very fast streamlined, I have thought either DSL or the much larger ARCHlinux for extensibility draw on system resources. The main idea stemmed from haing a console terminal like half life that could launch full fledged linux commands and bash scriptsd. Then I wanted to render a screen with gui and KDE.   Help me understand the practicality of implementing real world computer experience into video game obkects, such as photo editing or cool homebrew.   I want the game engine to be extensible as possible, with focus on space play, interplanetary freeform flight, colonization, and first person shooting   I would use the linux backend to suport the in game apps available on the hud, as I think this would really improve plugin compatibility and mods down the line   I dont want to use JVM, I would rather use virtual box source code and tone it down for performance and resource practicality as well as security   The entire idea is to be release open source.   I want the release to be cross platform for linux (primarity, to mac and windows, may someday some RISC hardware that runs ARCLINUX)Potentially want to port to ps4 and xbox one, with hope for a downgraded edition that will run on xbox360 and ps3. the plans include allowing the native consoles to run homebrew by using the game as bootloader.   Also, the main programming languages will be c++/openGL. java/script and XHTML5/webGL. Also there will be nuerobots that evolve ai for simulations in the game.   The whole game renders worlds within a dedicated server instance, whether single player or multiplayer persistent world   ---   want the in-game VM to be able to provide back-end support for the game engine like script and plugin management. I would consider putting a web browser inside tha game to view linux over SSH but I will loose the functions of having the OS available for task queuing. The linux os will just be a console shell but I want the VM to support a GUI if somebody so decides to modify the game files and make it visual. The linux would also run the in game music player, which has ideas to expand to a virtual DJ interface in certain minigames at the bar and also to provide some killer integration features for modders.   The questions isn't as much of a difficulty thing, but rather, a resource problem (how to tone down the VM in intense moments of game play) and wanted to use it's features to make the game more in-depth as it is released onto the open source community. Another reason to imbed the VM was to make official console like ps3/ps be able to run homebrew.   Remember, thisis going into a space engine that will be made into a space game, so i want it as feature packed and futureproof as posible.   I was also considering using the in game VM linux to provide services cros platform that may be unavailable if the game was released on linux and then ported to windows or mac.   I also wanted the engine to feature an integrated IDE and I thouht running the proram through the VM console would clean up the packages needed to install on the external os   The jslinux is a really good idea as mentioned by buster2000, but will it allow me to map external devices like USB and network connection. It doesn't seem powerful enough, for example I dont see an SSH function and probably no graphical support in any fashion, no networking, 64bit support? I need access to the console from this linux distro, similar to the terminal (I suppose I could map over ssh). Will jslinux map my network card through to LAN or WAN? Also, I need the ability to launch programs out of the OS mainpage and onto the HUD display for the spaceship (An audio module, chromium browser, star charts, economy statistics, etc...) Can software be installed in the jslinux like I would normally MAKE packages? I am looking for something a litle more sophisticated with 64 but suport, allocatable ram, virtual hard disk with master boot record and bility ro partition discs, allocate virtual processors, tunnel usb devices, and GPU passthrough   ---   Microsoft and sony might not like me to release a game wth that type of loophole, hut keeping it hidden in the developers console and through some code masquerading to obfuscate the intention on the platform relase could get me by. Plus the project is open source, so unless there is some kind of intervention, the game engine system, will probably never be released on major console platforms. But I still think adding jailbreak/softmods to the game could bring it to the same caliber as mechassault, splinter cell, agent under fire, and action replay   You know, it also just struck me that I could emulate elements the cygwin project in an indirect way to add function to the console (making console linux command friendly) Also looking for support for java and apahe, as well as, but no necessary, flash support within the linux OS. I want the user portfolio (captain log/guestbook) to be customizable and implemented in XHTML5.   ---   Well the game itself is normal 3d shooter style in space, but there are opportunities to interact with in game computers and I though linux experience would be the most realistic. You dont use the computer all the time, just in the hud and at the library kiosk, etc... The game engine need to flexible for re-coding for a number of games such as footbal, iron man, grand theft auto clones, etc... but those are just afterthoughts for enchanting extensibility   I also want to use the linux as a backend for scripts and plugins   I want to call the open source engine and space simulaor game windwalker   --- More information will be accumalting in my google group: https://groups.google.com/forum/#!forum/windwalker-engine  
  3. Excited to get an open source game engine out there for space simulation and many other diverse gamplay styles
  4. Well the game itself is  normal 3d shooter style in space, but there are opportunities to interact with in game computers and I thought the linux experience would be the most realistic. You dont use the computer all the time, just in the hud and at the library kiosk, etc... I also want to use the linux as a backend for scripts and plugins I want to call the open source engine ans space simulaor game windwalker
  5. Microsoft and sony might not like me to release a game wth that type of loophole, hut keeping it hidden in the developers console and through some code masquerading to obfuscate the intention on the platform relase could get me by. Plus the project is open source, so unless there is some kind of intervention, the game engine system, will probably never be released on major console platforms. But I still think adding jailbreak/softmods to the game could bring it to the same caliber as mechassault, splinter cell, agent under fire, and action replay   You know, it also just struck me that I could emulate elements the cygwin project in an indirect way to add function to the console (making console linux command friendly) Also looking for support for java and apahe, as well as, but no necessary, flash support within the linux OS. I want the user portfolio (captain log/guestbook) to be customizable and implemented in XHTML5.
  6. I want the in-game VM to be able to provide back-end support for the game engine like script and plugin management. I would consider putting a web browser inside tha game to view linux over SSH but I will loose the functions of having the OS available for task queuing. The linux os will just be a console shell but I want the VM to support a GUI if somebody so decides to modify the game files and make it visual. The linux would also run the in game music player, which has ideas to expand to a virtual DJ interface in certain minigames at the bar and also to provide some killer integration features for modders. The questions isn't as much of a difficulty thing, but rather, a resource problem (how to tone down the VM in intense moments of game play) and wanted to use it's features to make the game more in-depth as it is released onto the open source community. Another reason to imbed the VM was to make official console like ps3/ps be able to run homebrew. Remember, thisis going into a space engine that will be made into a space game, so i want it as feature packed and futureproof as posible. I was also considering using the in game VM linux to provide services cros platform that may be unavailable if the game was released on linux and then ported to windows or mac. I also wanted the engine to feature an integrated IDE and I thouht running the proram through the VM console would clean up the packages needed to install on the external os The jslinux is a really good idea as mentioned by buster2000, but will it allow me to map external devices like USB and network connection. It doesn't seem powerful enough, for example I dont see an SSH function and probably no graphical support in any fashion, no networking, 64bit support? I need access to the console from this linux distro, similar to the terminal (I suppose I could map over ssh). Will jslinux map my network card through to LAN or WAN? Also, I need the ability to launch programs out of the OS mainpage and onto the HUD display for the spaceship (An audio module, chromium browser, star charts, economy statistics, etc...) Can software be installed in the jslinux like I would normally MAKE packages? I am looking for something a litle more sophisticated with 64 but suport, allocatable ram, virtual hard disk with master boot record and bility ro partition discs, allocate virtual processors, tunnel usb devices, and GPU passthrough
  7. I am interested in integrating a VM that can run linux on screen within the HUD of a space ship. Though I want this to initially be a dev locked feature, I want the immersion of running homebrew applications to further immerse game interactivity. Is it possible to run a VM linux to hand scripts and libraies for the game and have the KDE gui visable in a widget on the hub? I want the VM running the micro linux to be very fast streamlined, I have thought either DSL or the much larger ARCHlinux for extensibility draw on system resources. The main idea stemmed from haing a console terminal like half life that could launch full fledged linux commands and bash scriptsd. Then I wanted to render a screen with gui and KDE. Help me understand the practicality of implementing real world computer experience into video game obkects, such as photo editing or cool homebrew. I want the game engine to be extensible as possible, with focus on space play, interplanetary freeform flight, colonization, and first person shooting I would use the linux backend to suport the in game apps available on the hud, as I think this would really improve plugin compatibility and mods down the line I dont want to use JVM, I would rather use virtual box source code and tone it down for performance and resource practicality as well as security The entire idea is to be release open source. I want the release to be cross platform for linux (primarity, to mac and windows, may someday some RISC hardware that runs ARCLINUX)Potentially want to port to ps4 and xbox one, with hope for a downgraded edition that will run on xbox360 and ps3. the plans include allowing the native consoles to run homebrew by using the game as bootloader. Also, the main programming languages will be c++/openGL. java/script and XHTML5/webGL. Also there will be nuerobots that evolve ai for simulations in the game. The whole game renders worlds within a dedicated server instance, whether single player or multiplayer persistent world
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