Watch Us Make A Game Using "Unreal Engine 3"

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Just trying to do my part man :salute:

I'm off for tues & wed so I might cobble together a playable and post it on front page(bottom of 1st post). :jbhmm:
Though that would require me compiling it for UDK :francis: ...otherwise you'd have to purchased UT3 to play it. Though that's what, $5-$10 :ehh:

:yeshrug: (kanye thoughts)
 

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Note: This was one of the most nervous periods in the whole project. I apologize if everyone seems to be "babbling". This early in the project you are not completely sure what you are working on, confusing Ideas will be all over the place, and everyone is in a different mental place. The need to get everyone on the same page and with the same vision without losing your team can make you so nervous your stomach will start doing flips. Eventually we pull it together and things settle down into a pattern but at this point everyone's nerves are all over the place. Confusion, annoyance, disappointment, nervousness, ambivalence, etc. all those emotions had to be corralled into a state of comfort. At this point that hasn't happened yet.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Context: At this point in the design process the Idea pitches had ended. Given the recourses on hand along with the types of games people were interested in making during the idea pitch sessions; I had decided on a starting point and direction that fit what we had at our disposal to make a game. The point at this meeting was to flesh out what kind of game we were going to make with the elements on hand.
Elements being ("Software developer" heavy team / unreal engine 3 / gameplay focus / thinking & action elements / stock art assets / ect.)

Help under standing what's being discussed in video below

Topic: Development schedule
''Software development stages:''
Ground work

''Asset Acquisition & preparation''
*Fall 2010 - January31st (3 weeks + Fall2010)
Analysis
''Conception''
*January 31st -Febuary 14th(2 weeks)
''Analysis''
*Febuary 14th - 28th (2 weeks)
Design
''System design''
*Febuary 28th - March14th (2 weeks)
''Class design''
*March 14th - 28th (2 weeks)
Implementation
''Implementation''
*March 28th - May 9th (6 weeks)
"Grey Period"
*May 9th - May 19th(10 days)

Warning:
The camera operator put it in his lap for some odd reason so the screen will be black for the first 24:00 min.



Help under standing what's being discussed in video below

Topic: Overworld
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Just trying to do my part man :salute:

I'm off for tues & wed so I might cobble together a playable and post it on front page(bottom of 1st post). :jbhmm:
Though that would require me compiling it for UDK :francis: ...otherwise you'd have to purchased UT3 to play it. Though that's what, $5-$10 :ehh:

:yeshrug: (kanye thoughts)

While It was suppose to be a single player game, I setup a lan and played it multiplayer last night and everything works ok. :ehh: Now how that holds up over higher pings / distance.....:francis:"no clue"
Still haven't compiled it for UDK and tried it though. After I get another power supply for my desktop I'll try and setup a dedicated UDK server, compile it for UDK, then put the .exe in first post. That way it doesn't cost anything to try.

:jbhmm::ehh:
 
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Gameplay Abstract
After talking to the team about the types of games they wanted to work on during the idea pitch sessions we sat down and fleshed out a high level concept that we could work on given our goal for "project 1", current/projected recourses, and stated gameplay desires.

Just to be clear the goal of "project 1" was...
Project 1: Spring 2011 - Development Process
Conception, Analysis, Design & Implementation Procedure - Step by step listing of tasks and desired artifacts stemming from the completion of said tasks.

Heavy Gameplay Development - Set and understand how each position in this development cycle works. Come to grips with how to program in UScript and get gameplay from an idea to a functional product on screen. Develop methods to clearly communicate ideas. Note what effects the development cycle and what keeps it or stops it from running smooth and on track.

Moderate Map/Level Development - Set and understand how each position in this development cycle works. Come to grips with how to work within the editor to make level maps. Designing level maps around a desired gameplay rule set.

Moderate Audio Development - Set and understand how each position in this development cycle works. Come to grips with how to work within the editor to manipulate audio. Mixing and placing of sounds within a level map. Developing music around a desired level map theme.

Simple story Development - Set and understand how each position in this development cycle works. Simple text based story telling integration
Side note - Leave room for asset swaps.

This is important because not having a shared gameplay vision caused confusion as everyone had different ideas about what we were doing, how far we had gone, what was left, ect. The gameplay abstract served as a means to make sure that everyone had the same idea/vision of what we were working towards. Let me be clear, this abstract is not a target it is a heading(starting point & direction). From this shared heading a premise can be made which serves as the boundaries of the game world/story you want to tell. From there you break the premise down into component parts.

A gameplay target can then be made for each individual part. That target has a design drawn up, modeled, then implemented. This method can be used so that the game can be constructed one piece at a time changing as needed instead of trying to stick to one target made months or years ago.

That said this is rather skimpy and I'd like to improve the way I go about representing a gameplay abstract.


Project 1 - Conquest:

After the menu screen, around the start of the game. The player picks a company/faction to work for then buys the equipment they need that their particular employer sales. The equipment will be worn on the head, face, eyes, chest, shoulders, arms, legs, and feet. This is in addition to any weapons/equipment purchased.

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After agreeing to the purchases the player goes down to the over world.

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In the over world map the player picks a node on the grid given the current state of the game. The number of nodes the game shows on the grid is directly proportional to the amount of maps the player has on the hard drive. By default it only shows the stock levels that ship with "unreal tournament 3". This means the size of the game increases procedurally depending on the maps downloaded off the internet.

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After picking the appropriate node on the grid the player goes down to the playfield where they can run around and interact with the game on foot. Depending on the node the game type and objective required to clear the level will be different.


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On the playfield the player spawns in first. The level object is also randomly spawned in some part of the level.

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Afterwards whatever Ai teammates that may be accompanying the player spawns(appears) in the level.

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The players team is given a couple of moments to start looking for the objective.

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The opposing team then spawns into the map in order to stop the players team from succeeding.

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Both teams spot each other.

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A battle kicks off

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After one team wins, the player goes back to the over world to engage in a text based story sequence and/or pick another node.

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From here a general game premise is made that can account for this type of world depicted in the gameplay abstract. In the premise a world(setting) is constructed and the objects and events that inhabit that world(setting) are laid out by the team. That world is what's modeled by the art team. It's those objects and events that are programed by the programming team.
 

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Important Transition Point
This is the point where you transition from talking about "hey, we should make a game" .

I.E. Throwing around...
1. random ideas
2. similar games to what you're thinking of
3. movie scenes as examples
4. and doodle examples

...to actually plotting out "in stone" what the game actually is going to consist of. Everything prior to this was simply to develop a shared starting point / vision of what was going to be worked on and what direction the team was going to take from that starting point.
 

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Conquest
This is the over arching premise that is used to construct all worldly elements of the game. The elements are extracted from the premise and worked on in small individual slices one layer at a time. This allows for there to always be a playable build on hand so that it's possible to assess how the game is progressing, how it feels, if there are any bugs, etc. It also serves to construct a quick show demo at any time based on the slices that have been completed.


Design structure

My Basic design definitions

Self = (designer** => (World(setting)** <-- Story** <-- Experience** <-- situation** <-- moment** <-- objects** <-- circumstances**))

** = ( <-- game mechanics(rules) <-- interface <-- user(player/AI) )




*World(setting): - A single vast backdrop of every exsisting thing and all possible circumstances effecting them. This dictates what type of experiences <- moments may occure. It is also what gets effected(changed) by the occurence of said experiences <- moments.

*Story: - A series of all moments that covers(signals) the beginning and ending of relations to a series of experiences that take place in a World(setting).

*Experience: - A series of moments, usually large that covers(signals) the Beginning and ending of relations to a series of situations.

*Situation: - A series of moments, usually small in comparison to the length of an experience that covers(signals) the Beginning and ending of relations to a series of moments that will influence how an experience unfolds/changes/develops.

*Moment: - A single moment(A snapshot, picture,portrait,frame, a single moment). The smallest unit of time taken into account of a world(setting). It is composed of a series of objects that reflect the current state of a (Moment -> Situation -> Experience -> Story -> World(setting)) <= design.

*Object: - Any single thing that has a series of circumstances(characteristics) associated with it. The manipulation of circumstances(characteristics) associated with an object effect the current moment and subsequent moments. The culmulation of all objects depict the world(setting) at any given Moment.

*Circumstances: - A group of characteristics(variables) that desribe an object. These characteristics(variables) are manipulated each moment by way of either ( <-- game mechanics(rules) <-- interface <-- user(player/AI) ) or interaction with the circumstances of another object.

Key
Code:
|----------------------------------------|
| Symbol   |  Meaning                    |
|----------------------------------------|
| Y <-- X  |   X Acts on Y               |
|----------------------------------------|
| Y  <=  X |  X Acts on or is itself  Y  |
|----------------------------------------|
 
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Conquest_World(setting):

The game takes place on two different planets Taryd, Omicron 6, and the outlying space between them. Both planets are primarily managed by four corporations Izanagi, Liandri Mining, Axon Research and Phayder. The planets are policed by the New Earth Government(NEG). Settlers come to these planets to work for the corporations. On the planet Taryd three corporations(Izanagi, Liandri, Axon) operate tarydium mining and advanced technology operations. Liandri also host the Liandri grand tournament . On the planet Omicron 6 only one corporation(Phayder) operates. It is strictly involved in advanced technology the primary of which being nanoblack and the "necris project" .

The rampant necrification of the populace and landscape on Omicron 6 has spawned an overwhelming block of influence whielded by the necris people. This influence along with the firm belief that competion from other corporations is the cause of the current stalled state of the necris project has allowed them free reign to act militarily on behalf of Phayder in the past. After Phayder finished production of nanoblack feuled vehicles a group of necris armed with the newly developed military vehicles inlist the assistance of the krall alien race to escalate their agression against Phayder corps competitors on Taryd. Izanagi which is responsable for advancements in teleporter/respawner technology, Axon Research which is the premier producer of military grade vehicles and armor which is Phayders newest field, and Liandri mining which skirts the safety issue all together by producing autonomous mining and security robots.

After the corporation wars died down open warfare turned into small skirmishes. In order to deal with the incursions without reverting to full scale war(which cut deeply into everyones profits) corporations placed mineing spawners outfitted for tournaments around their territories in key places allowing small forces to deal with incursions into their territory. This is the state of things today.

Code:
-----------------------------------------------------------------------------------------------------------------------------
Layer n        |  Slice n              |  Slice n+2 |  Slice n+3 |  Slice n+4   |  Slice n+5  |  Slice n+6   |  Slice n+7   |
*              |                       |            |            |              |             |              |              |
*              |                       |            |            |              |             |              |              |
*              |                       |            |            |              |             |              |              |
Layer 3        |  Slice 15             |  Slice 16  |  Slice 17  |  Slice 18    |  Slice 19   |  Slice 20    |  Slice 21    |
Layer 2        |  Slice 8              |  Slice 9   |  Slice 10  |  Slice 11    |  Slice 12   |  Slice 13    |  Slice 14    |
Layer 1        |  Slice 1 <--StartPoint|  Slice 2   |  Slice 3   |  Slice 4     |  Slice 5    |  Slice 6     |  Slice 7     |
-----------------------------------------------------------------------------------------------------------------------------
               |  Character factions   |  Weapons   |  Armor     |  Game types  |  Overworld  |  Vehicles    |  Story       |
World(setting) |  Object:              |  Object:   |  Object:   |  Experience: |  Object:    |  Object:     |  Story:      |



Further details:

Object: Character Factions-
Izanagi / Ronin
Iron Guard
Liandri
Krall
Necris



Object: Weapons-
Projectile damage
Projectile range
Weapon side effects

Flack cannon
Rocket launcher
stinger
shock rifle
enforcer
link gun
bio rifle
Sniper rifle
Redeemer
impact hammer
AVRIL
translocator

Object: Armor-
Abilities
Armor side effects
Cost

Experience: Game types-
All combat in game types effect the players' efficiency rating. Efficiency rating keeps track of how much of an asset or lieability anyone person is to their home corporation. Based on this rating the player has access to more or less energy used to teleport equipment to their location. It also effects how soon they are respawned to the field.
Team Sweep
Liberate zones
Destroy generator
simulation


Object: Overworld-
World Maps
Gameplay Grid
Gametype placement
Grid conquest
Grid expansion


Object: Vehicles-
Projectile damage
Projectile range
Weapon side effects
Vehicle Armor

Scorpian
Hellbender
Manta
Raptor
Cicada
Paladin
Hellfire SPMA
Goliath
Leviathan
Stealthbender

Viper
Darkwalker
Nemisis
Fury
Nightshade
Scavenger

Story: Story-
Presentation style
Sequence of broad plot points



Detailing need for working in iterations(slices & layers) along with providing a team with documentation of what's been done.
 
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Further details:

Izanagi / Ronin
Izanagi troops along with ronin mercenaries wear Bioarmor . They also have access to feild respawners .


Iron Guard
Iron Guard where hired by Axon Research Corp. As part of their contract they are provided with axon developed "powered armor suites" geared towards defensive maneuvers. Most suits are heavily armored with physical armor(which make them slow) and energy shields(which make them durable). To augment speed issues they are issued drive boots which allow a quick inline dash to key positions. Powered suits have the extra gift of allowing heavy weapons to be used without penalty. They are also given access to axon vehicles with extra features that are not sold to other corporations that use axon vehicles.

Liandri
Liandri uses it's in house developed robots they are equipped with weapon frames that houses particular weapons into their bodies allowing them to fire ammo without the need for the associated weapon. Signal process/transmission equipment allow them to interface with spawners, relays, and all manner of electrical systems to alter the state of the battle field. Processors also allow them communicate with each other about the position of targets.

Krall
The Krall are hired by the necris to fill out the ranks of their forces.
They have a heard mentality that gives boost based on proximity to certain other krall. Key among them is the ability to grow in size and administer devastating area attacks. In general they have the highest health, fast movement, and high jumps. Their aggressive nature makes them throw away weapons when picking up a new one, generally scavenging weapons off dead enemies as opposed to purchasing their own.

Necris
The necris act autonomously on behave of Phayder corp. They are apart of the "necris project" . Thier bodies regenerate health automatically, the only way to kill them being dismemberment. This being the case thier armor frames are geared more toward extra outlandish abilities then defense. Fast movement, high jumps, wall running, hovering mid air, timed invulnerability etc.




Further details:

efficiency rating
The value netted by the efficiency rating is used as the raw amount of energy allocated to the player to purchase equipment. No matter how low the rating it never dips into the negative and there is allways enough to spawn the player and a basic loudout.


Team Sweep
Team sweep:

Overworld:
sweep zones are places used to facilitate moving around the grid. If you control the zone it restricts others from from useing the teleporters and spawners in that zone. If locked It also keeps teleporter signals from passing through the zone to adjacent connected zones on the grid.

Play field:
When in a level that consist of sweeping a zone deathmatch levels are used. Opposing squads of players enter the level and search out the spawner relay lock positioned randomly in the level. Invaders enter the zone in an attempt to set the spawner relay to the default setting of neutral. At which point the relay will process any teleporter signal. Defenders enter the level slightly after the attackers in an attempt to stop attackers from setting the relay to neutral. If the relay is set to neutral they may try and set it back to locked.

until the relay is set to neutral the defenders respawn each time they are killed while killed attackers are permanently removed from the field unless they have functioning field respawners. Each time an object is spawned the energy allocated to the teleporters/spawners in that zone is decreased. After all the energy allocated to the zone is depleted noone can teleport/spawn in after dieing. The first squad to wipe out the other wins.


Liberate zones
Liberate zones:

Overworld:
Signal relay zones are places used to facilitate transmitting teleport request across an extended portion of the grid to zones with signal processors used in operating teleporters/spawners. If controlled this zone allows the transmission of teleport request to zones in its area of influence with signal processors. This gives the player the ability to teleport to various zones around the grid.

Play field:
When in a level that consist of liberating area zones capture the flag levels are used. Flags and flag stands are thrown out and replaced by signal relays. Opposing squads of players enter the level and search out the signal relay positioned were flags would normally be positioned. Invaders enter the zone in an attempt to set the signal relay to receive and transmit their teams' signal. At which point the relay will process any teleporter signal from their team. Defenders enter the level slightly after the attackers in an attempt to stop attackers from setting both relays to processing their teams signature. If the relay is changed to a new signature the opposing team may try and set it back to their teams' signature.

until the relay is set to the attackers' signature the defenders respawn each time they are killed while killed attackers are permanently removed from the field unless they have functioning field respawners. Each time an object is spawned the energy allocated to the teleporters/spawners in that zone is decreased. After all the energy allocated to the zone is depleted noone can teleport/spawn in after dieing. The first squad to wipe out the other wins.



Destroy generator
Destroy generator:

Overworld:
Generators provide a wide umbrella of power to a localized area of teleporters, respawners, and other powered equipment. Several generators are located in each territory in order to power the entirety of that territory. The power generator activates all of the teleporters and respawners in local zones on the grid.

Action world:
When in a level that consist of capturing a generator warfare maps are used. Orb dispensers are thrown out and replaced by a generator station control terminal. link nodes are replaced by spawner relay locks. Opposing squads of players enter the level and search out the spawner relay locks, generators, or generator station control terminals. Invaders enter the zone from a spawn point associated with one of the spawner relay locks on the field in an attempt to take control of the generators or blow them up then wipe out the remaining defenders. At which point they will control the power to all the teleporters, respawners, and other powered equipment in the effective area of the generator. Defenders enter the level slightly after the attackers in an attempt to stop attackers from taking control of the generators or blow them up. If a generator has been taken over the opposing team may try and recapture it.

until the Generators and power stored in spawners associated with a spawner relay are completely discharged or relay is set to the attackers' signature the defenders respawn each time they are killed while killed attackers are permanently removed from the field unless they have functioning field respawners. Each time an object is spawned the energy allocated to the generator, teleporters/spawners in that zone is decreased. After all the energy allocated to the zone is depleted noone can teleport/spawn in after dieing. The first squad to wipe out the other wins.



simulation
(Place holder)
Simulated battles used to gain a higher efficiency rating outside of the main campaign.



Further details:

World Maps
The game is played across the expanse of 2 world maps. Each map represents the territory of the various corporations. Each territory is broken up into multiple zones that the player can visit. These zones are represented by a grid overlay on the map


Gameplay Grid
The Gameplay Grid is the interface for travel across the games' overworld. The grid is a collection of adjacent zones, each marking a place the player can visit. Each zone is also assosiated with a particular "game level(Map)" themed on the territory that zone currently resides in on the grid.

Gametype placement
Each game level on the grid is associated with a game type. Game levels on the grid are placed in a zone based on the gametype of the adjacent game levels.


Grid conquest
The point of the game is to take over the territory of rival corporations. Each corporation starts from the periphery of a rival corporations territory and work their way into the interior through conquest of zones. In order to take over a particular territory the player must take over key zones on the grid of the rival corporations territory in an attempt to take over the home headquarters. While taking foreign zones the player must defend against attempted takeovers of home zones. While the two other corporations only attack the peripheral territories the fourth(Phayder) may at any time randomly attack an interior zone. A corporation may choose between fighting against the random attack or continuing the fight against the first two corporations. Any advance into territory not participated in by the player has its' outcome decided randomly. The corporation that wins an encounter in a zone takes that zone then everyone is offered a chance to pick another zone to move to.

Grid expansion
Any game levels(maps) downloaded from 3rd parties are automatically placed in the grid causing the grid to procedurally generate a larger version of itself thereby lengthening the duration of game. The downloaded level is placed in a territorys' grid based on the properties of the assets used to build the level along with its' inherent game type.



Further details:

Presentation style
The story is presented in textbox/dialogue while in the overworld screen. After key wins or loses the overworld displays and textbox/dialog begins.

Sequence of broad plot points***Template example***
Act 1: Defence of izanagi corp
1.Twin souls colony(home of our group of mercenaries) destroyed by random krall attack
2.Mercenaries approach izanagi corp to get help reviving fallen mercenary leader
3.Izanagi corp hires mercenaries and refers to them as "Ronin"
4.Ronin leader is informed of being hired by izanagi corp and that mining transporters and respawners have been placed around the territory for rapid response to incursions
5.Ronin team is placed with a small squad untill they prove themselves ***Experience: cut scene***
6.Squad is sent to investigate disturbance in northern territory zones ***Experience: Overworld Travel***
......a. begin Overworld Travel ***Situation: choose grid node***
......b. begin combat Situations ***Dialogue: current node***
7.Squad incounters axon forces ***Experience: Combat***
......a. end of combat Situations ***Dialogue: win***
............."bla bla bla"
......b. end of combat Situations ***Dialogue: lose***
............."fla laa laa"
......c. begin Overworld Travel ***Situation: choose grid node***
8.

Act 2: Izanagi corp desides to press into axon territory.
1.

Act 3: Izanagi corp desides to press into Liandri territory.
1.

Act 4: Necris invade the war weakened planet Taryd
1.

Act 5: Ronin and friends chase necris back to planet omicron 6
1.
 

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Further details:

Tarydium
Tarydium is a crystalized substance processed then used as an all encompassing power source sold to various entities throughout the inhabited space for profit.

Advanced technology

The Advanced technology developed by Izanagi, Liandri, Axon include
Mining transporters/Respawners , Military equipment , and Automations .

Liandri grand tournament

In an attempt to control violence among deep space miners taking advantage of the expensive fact that "spawners will bring'em back", the New Earth Government legalized no-holds-bared fighting. Liandri Mining Corporation, working with the NEG, established a series of leagues and bloody public exhibitions. The fights' popularity grew with their brutality. Soon, Liandri discovered that the public matches were their most profitable enterprise. The professional league was formed; a cabal of the most violent and skilled warriors in known space, selected to fight in a Grand Tournament.

Nanoblack

Nanoblack is a programmable nano machine fluid-cocktail that relies on the elements within its immediate environment to perform tasks both simple and complex such as healing small cuts versus generating power to operate machinery. The necris project predates both teleporters and respawners. It was originally used to insure the longevity of miners by expelling toxins from the body and attending to common internal illnesses. An inability of these early model nano machines to deal with the traumatic injuries inherent to mining explosions and collapses caused a need for transporter technology to move miners out of harms way at the first signs of danger. Subsequent improvements aimed at addressing those short comings spawned the product nanoblack and the necrification process.
The method for transferring instructions to the nanoblack nano machines is propagation syncing. This method allows an instruction given anywhere in the system to be passed along to other nano machines achieving synchronization through instruction propagation. As a result people who've under gone the necrification process periodically feel compelled to congregate because of an unconscious need caused by the nanoblack urge to search the system for new instructions to sync. These people have come to view this as some kind of semi spiritual / religious event.

Necrification ( "Necris Project" )

Necrification is the process of useing nanoblack in blood transfusions. This allows the improved nanomachines to quickly adapt the body to harsh environments, heal tramatic injuries, increase regeneration, slow aging and has the unfoerseen side effect (for better or wrose) of reanimating corpses.

Nanoblack fueled vehicles

Nanoblack fueled vehicles were developed to offset the weakened interest in the "necris project" caused by the widespread use of teleporter based respawner technology. The idea was to build off the core nanoblack technology and expand research in other areas by diverting funds from the necris project.



Further details:

Mining transporters/Respawners
Mining transporters and respawners came into play one after the other to meet specific safety and financial needs. Basic transporter technology was shrunken down to personal arm based transporter units to complement Phayder corp nano machines. These arm units where capable of moving miners short distances out of harms way in the event of immediate severe danger. Danger which had the capacity to cause severe damage that nano machines couldn't repair.
Respawners were developed by Izanagi on top of the transporter base technology. It saves the residual data from any teleporter for later use. Any physical object that enters the teleporter has the data of its composition copied during its descomposure. After the data is sent to the teleporter exit point and the object is recomposed the copied data is stored for later use in case the object needs to be again recomposed. Izanagi called it the duping process. Miners simply called it a spawner. It was an elegant solution to miners costing mining companies huge sums of money due to rampant misuse of personal teleporters which caused huge amounts of overhead in energy use. Any time a severe mining accident would occur the miner would be "spawned" at the place of the mining companies' choice unaware of anything that just happened to him.
Izanagis newest product is a field respawner system. It's a portable power unit coupled with a personal teleporter. It's capable of recharging personal teleporter units which makes it feasible for military units to spawn fallen comrades and transport a wide array of equipment right in reaching distance.

Military equipment

Axon
Is responsible for a laundry list of vehicles and powered armor.
Izanagi
Dabbles in advanced teleporter technology and Bioarmor

Automations

Liandri corp. invested heavily in streamlining its' mining operations. Automations were a natural extension of their mechanized tarydium processing. It was a march down the "food chain" so to speak. From Processing, gathering, to extraction. Given most of the financial barriers to human mining were gradually dealt with by the institutions of nanomachines, transporters, and respawners automations(robots) weren't much of a money saving move but they did fill out the ranks of any mining force.
In a search to find further use for these robots Liandri produced various security and military units even putting them in and subsequently winning the First two public Liandri grand tournaments with the robot Xan Kriegor.



Further details:


Bioarmor
Bioarmor was developed by Izanagi on top of prior bio engineering work done by Fentech incorporated. Long before nano machines killed the business FenTech developed "Flesh Fabric" capable of simulating any type of cellular structure from human skin, rinohide, elephant bone, all the way up to exotic custom structures.
Izanagi took the Flesh fabric and integrated it with Phayder nano machines to create an armor that consist of a cellular structure graft to an armor frame. Bio armor is capable of using it's nano machines to morph itself to deal with any given threat, heal itself after taking damage, and provide enhanced muscle/sensory functions.
 
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