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Galaxy Empire Demo Videos

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LancerSolurus
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LancerSolurus
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Nice set of vids LancerSolurus like the weather effects one and the veg one. 😎

Hope you are going to move the ship a bit more up the screen as look very odd stuck at the bottom there. ❓


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LancerSolurus
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I usually don't start getting the shaking problem till Im about 4 million 3d units, most likely due to that I renormalize the matrix before using it. I didn't used to do that so the shaking started (as you guessed) about 500k 3d units out.


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LancerSolurus
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A demonstration of the new loot drop system (including beaming it in).


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LancerSolurus
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This demonstrates the completed weather system. It also shows the new walking code, new sky shader and the off-screen targets. Enjoy 😛


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Nice weather effects, do you intend it to have any effect on the environments or will it just come and go.


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LancerSolurus
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Eventually it will have an effect but for now though it's simply a basic weather system. I've already recieved a request for rain drops on the ground and snow accumulation.

Nice thing though is it's fully scripted and has a resolution of 1 min per change. It doesn't have to be changed every minute since it will continue on until the next time change.


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DarkOne
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Nice improvements LancerSolurus. Does the engine also support wind and the environment responding to the wind (like the plants moving)?


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LancerSolurus
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Not as of yet, that was what I was alluding to in my last response. Wind will take a bit more work since I intend on it affecting flying craft and the player if at a high enough velocity.


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LancerSolurus
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DarkOne
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Nice progression since your last videos LancerSolurus. The particle effects are nice and I think the ship flight is really smooth. And the character animations are well done as well. Your slowly building a great environment. All the areas your showing off in your videos I am amazed at the scope of Galaxy Empire because of the locations and what you can do (least what is assumed you can do with tech demos).

Keep up the great work!


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LancerSolurus
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Everything in the videos is easily done through plain text scripts. There is quite a bit I didn't show that was covered by previous videos. One of the nice features is it comes with a predefined MOD folder where players can simply put their scripts in it and it will take precedence over the main script it's replacing.

One thing I am thinking of doing as well is facial animations for speech interactions. Still doing research on the best method that will make it easy for the modders to implement their own versions. The body animations I have pretty much figure out completely and the method works well, here is the way it's done....

* this defines the animations to use in the model

[char_anim]

nickname = zygote_anim

anim = idle,clip3

anim = walk,clip4

anim = run,clip7

anim = strafel,clip5

anim = strafer,clip6

anim = cridle,clip9

anim = crwalk,clip10

anim = jump,clip2,y

* this defines the character model that you see in-game

[model]

nickname = zygote08

mesh = Char\Models\Zygote\ZygoteAnim.x

anim = zygote_anim

type = skin

ofs = 0,17,-25

BTW, I did add wind to the weather stuff, the amount is set in the script


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Nice to see it coming on especially as D1 remarked about the character animation and environments.

What type of things will the player be able to do on the surface.


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LancerSolurus
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Since there really isn't any difference between a space scene or a ground scene, you can pretty much do anything in both places. Missions, fighting NPCs, trading, exploring, crafting, manufacturing and much more. Still got a few areas I want to add in such as facial animations and NPCs having their own characters. Currently they simply control a ship.

BTW Im always open to suggestions, feel free to post any ideas...


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If you going to have any animals/plants in the game then theirs always the possibility of having some mission based around them, Like the hunting missions in Precursors and also the collecting of plants for a research scientist.

IIRC some one suggest the idea of a zoo collector who would pay the player for capturing live animals, in fact a entire job could be based around that idea with specialised equipment for the job.

Going to have any high/low gravity planets or water worlds in the game.


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LancerSolurus
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That is some good ideas. I haven't gotten around to rigging any animals yet. I have plenty of plant models so collecting them would be something fairly trivial to add.

Each planet has it's own gravity setting. Also I already have a test water planet, looks pretty wild. Would be interesting to have to collect plants and animals from underwater as well.


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LancerSolurus wrote:

Each planet has it's own gravity setting. Also I already have a test water planet, looks pretty wild. Would be interesting to have to collect plants and animals from underwater as well.

Could also have underwater bases or islands where the player lands then changes to a submarine vehicle to go hunting/collecting.

Was also going to suggest exotic atmospheres but theirs probably no way of showing them apart from using fog or the vacuum of a moon, although it could require the player character to be wearing anything from a full space suit to a breathing mask on some worlds.


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LancerSolurus
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Could also have underwater bases or islands where the player lands then changes to a submarine vehicle to go hunting/collecting.

Easily done already. The game is based on the player as the focal point. This means at the core the items in game revolve around the player. You can board a ship and it functions as an extension of the player. Then when u leave the ship u r back to being a normal char. The player is always available, even when on-board any vessel. Ships in the game function similar to the way ships do in FL, all equipment is programmable, from engines to weapons.

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Was also going to suggest exotic atmospheres but theirs probably no way of showing them apart from using fog or the vacuum of a moon, although it could require the player character to be wearing anything from a full space suit to a breathing mask on some worlds.

Already going to have to implement that. When jumping thru jumpgates or wormholes, alot of times u end up in space. Looks kinda funny being out there without a suit. Also the mining feature will make adding dif atmospheres very easy (right in the middle of adding mining).


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LancerSolurus
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DarkOne
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Nice to see all of those models in a video, I liked the asteroid base at about 2:35 or so. We going to be seeing any of those models in space LancerSolurus? Your ship flight in the video was very smooth as well.


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LancerSolurus
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Actually all of those models are in other star systems. I just put them into one scene to show them off. All of the models were made by the long time member Sol Command...

The flight model is set up like Freelancer, I did it that way since it fairly easy to learn, especially if you have played the game before.


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LancerSolurus
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This is some of the stuff I have been working on since my last video release. This is only a small part of what has been added to the game since many things get added that I don't showcase. GE is always looking for testers and developers, feel free to help out if you wish. This game won't be completed for at least another 2 years but it is in constant development.

[media]


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DarkOne
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You can definitely notice the change you have done since the last video, I really like how that large battle was going on and performance seemed well in the video. You showed off a few planetscape in Galaxy Empire, how many planets do you think people will be able to land on in the game when it is finished?


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