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Showing posts from December, 2018

Phase Two Cranking Up.

I had two simple goal when I started this project in March. Goal one was to have a working VRMMO VOIP coding core, and that goal was achieved. Goal two was the have a map big enough and detailed enough to show off the core differences in Alamin's design. Now with those goals complete, phase two is ready to start. While I can't go over the fine details I can share the overall goals.
     This phase is all about getting cereal. It's about completing all the sketchup pro modeling so structures and features can be extremely detailed, modeled after real world designs by a commercial construction professional. While the plan is for 100 interiors to have prefabricated themes and details. The phase two map iteration features public player lease spaces at nearly every overworld doorway that can be decorated with 1000s of high detail pick and place props. Phase two features 4 completed two story dungeons each with around 3 hours of game play alone and over 700 different monster…

Notched Fished and Quartered: Show Me the Greene.

One of the hardest thing about reaching out to the community and discussing game development is a lot of the game developer "memes" stick in the minds of it all too well. Absolute legends, like Notch, Phil Fish, Greene, Sean Murray. These are people who poured their hearts into development to give us something new, risky exciting, raw. It's not for everyone. It's frustrating, repetitive and you can sell 50M copies and have an entire community hate you because other people are being assholes in your game.
     I've come a long way in my developer line of thought. 2005-2013 I thought sandbox games were the effervescence of the gaming experience. Now I think that thinking with Theme park game philosophy in mind makes a lot more sense in the world of VR. I don't want travel time to be long between features. I want features to be close, detailed and dense. Only the highest quality PBR RTX ready assets are being used. I want the world to be full of mini games.…

Good news for Alamin Online Fans.

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Alamin Development is speeding along. The revival of the "themepark" style of level design and gameplay can be seen in every corner. With over 21 large interiors(100+ under development) seamlessly integrated into the overworld never get bored waiting for a level to load. Alamin features the first use of the full capacities of the Unreal Engine network technology allowing for servers to reach 1000+ Players simultaneously. With hundreds of passive NPCs roaming the world for a complete sense of lively immersion and presence.