Wednesday, 27 June 2007

Quick news update

hey,
Not much to really update, but thought i would mention that the 3YP is going to be submitted to the BCS (British Computing Society). BCS is the leading professional body for those working in IT. We have over 60,000 members in more than 100 countries and are the qualifying body for Chartered IT Professionals (CITP).

A newly launched games portal for the BCS has just been launched, and im planning to submit the 3yp project to them for an article submission. not only should this get us some extra interest and prehaps sponsorship?, but with a huge number of viewers and members, should be a great way of publicising the project.


Oli.

Sunday, 24 June 2007

Image Update

Hey, just here to add some more sketches:








Wednesday, 20 June 2007

Misian Design

Hey, I've been making various sketches for interiors of the Misian ship and also for certain areas of the Misians home Asteroid Belt. Above is just a taster of what the captains quarters might look like. There's various differences in the designs of the Misian technology and culture because of their different history. For one water isn't as abundant on the the Misian home, this means that there has never been any concern for damp (unlike on earth in times past when beds had to be raised of the floor in order to keep it dry) and as such all beds and seating are at floor level sunken into the ground. Another part of history that is different is the fact that since electricity was discovered and used before the any sort of engine was made the technology tends to more dependant on it rather that through use of fossil fuels.
This lore and much other lore is still being created while each sketch of the ship is made.
Will post some of the other sketches and explainations later.

Friday, 15 June 2007

any news is better than no news!

erm.......... welll, works been developing on the 3yp pretty fast, and ive really started to document all the design aspects that we want to incorporate.

One aspect in particular that i was looking for was that although this is space and shipboard combat, i wanted to introduce some classic fps style enviroments into the game. i think this could be possible by having a 'habitation/vegitation' deck responsible for the algae and oxygen production aboard the ship. however, to make it more challenging, this area has been left to grow free of restrain for more than 15 years while the crew have been in stasis. therefore, the carefully controlled enviroment is now filled with vast sprawling arrays of vines and thick vegitation. as one of the external access points is mounted on the semi translucent domed roof of the habitation module, players will be able to enter the ship through this airlock and descend down through the canopy to the 'jungle' floor below.

This design element can be implemented utilisng any of the proposed engines, but would be much more appealing if developed with the Cryengine II, as example scenery and enviroments from Crysis show that jungle enviroments are of amazing quality.


Signing out,
Oli

Monday, 11 June 2007

Post-Easter Update

Hey all,
well its been a long time since the last update, but a lot has been done. at the moment we are looking at developing the 3YP for two possible engines, either one based on the UT2007 engine, or possibly a game derived from the Crysis Cryengine 2 platform.

Aside from that, we really have just been re-analysing the current project aims and just trying to figure out how to managa all design and project elements. We have been able to break it down into 8 main project aims, as shown below:


  1. Develop two races with independent design and artistic styling, varied weapons and ships.

  1. Develop ‘Grapple Guns’ to jump ship to ship

  1. Develop either static or moving capital ships.

  1. Develop ‘dynamic damage’ system where internal systems and external components both can be destroyed.

  1. Develop game type where destruction of opponents craft causes victory for other side

  1. Realistic gravity simulation, Zero-G combat and dynamics when in space, and gravity inside ship

  1. Ship defences internally mounted to hinder enemy progress.

  1. Battle Jump’. Capability that allows a ‘commander elected player ‘ to jump the ship to any location in the three dimensional battlespace.

Anyway, over the next few weeks, there should be an increase in activity as we start developing more and more relevant concept art and lore to this section, so stay tuned for updates!