Planet Nine takes place on a planet that appeared in our Solar System.
An expedition was sent to colonize it and learn its secrets. a fleet of ships and around hundred thousand of people were shipped to the planet to establish bases, towns and become self supportive. The planet is far away from the sun, further than Pluto, yet it can sustain life. A megastructure surrounds the planet. It provides life and light. It provides life. It also provide curiosity, and curiosity supposedly killed the cat. Shortly after colonization something cataclysmic happened. Through the game the player will discover what happened and what has happened until game time. The game has various data logs scattered around the game area. Mostly logs from scientists, military or just ordinary people. The player can find them and piece together what happened. The game also uses a simple dialog delivery system. The game starts with an A.I. telling you what to do, guiding you through the first missions..(I'm currently using the same avatar guide in Ceres.) The player can also talk to various people in the game to get information about the world. I'm planning on including a database to the game. Information about various areas, people , mechs and weapons. When I did Ceres, I added the localization mechanism afterwards. That was a costly mistake. It took tens of workhours to scan the code and modify it to handle Localization. I believe I'm probably leaving some code in the game which I will need to hunt down later to fix localization, but all the dialogs, data logs and database info will use localization code.
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Project Planet Nine is a mech game. A mech rpg game where you explore a mysterious planet... The game is open, you can explore the map to find interesting data or something. Currently the game is played in a top down view, this lets me get away with less work on world construction and give the game more strategic gameplay. You can refit your mech. Change the locomotion, exchange weapons, swap out the cockpit, upgrade all parts, etc, using scraps. Your mech uses energy to run, power its shield, sensors among other things. You can deploy turrets, call for artillery and launch flares to light up the dark night or cave... Below here are images from early stages of development. A lot has been improved since the images above. But the concept remains the same. I've adjusted the camera angle a bit. Added more content. Updated the bottom buttons. Added improved loot drop, deployable turrets, flare launching and more and more. I'm currently adding the finishing touches to the save game feature. It's quite different than the mess I did for Ceres. The game loads usually within 8 seconds. Smaller files etc. I'm using Unity3D for development. I've come to know unity quite well after Ceres and I'm quite confident I can pull this game off. The biggest hurdle will probably be animation for monsters. But I'm not expecting much trouble.
The game will mostly use bought assets for graphics and sound, I'm trying to do this completely on my own, but I know I will need help some day in the future. I've just received some tools that Unity has gifted me for being such a loyal customer. Fog volume 3 which is a volumetic fog renderer and Octave3D for level design. Both needed tools which should speed up development. |
AuthorTryggvi Hákonarson ArchivesCategories |