Welcome To Cebris
Posted: Tue May 15, 2012 12:35 am
I've been wanting to create a space based shooter for ages now and now that I'm out of school I have that extra bit of free time to start. Last week I began work on a concept I had been dreaming of for years. Cebris is a solar system colonized long ago by humans and now split into three factions the Cybers, Dren and Nomads. The Cyber's sought power through technology and modified themselves with the latest technologies, they are walking computers and often the creators of many of the Cebris systems technology. The Dren looked to other species to perfect themselves. They spliced their own DNA with that of cats, bugs and thousands of other animals in an attempt to gain the greatest advantage and maintain the latest style. With all the money required for a body manipulation such as becoming a Dren or Cyber the Nomads were left. They built large fleets of ships and looked to find create their own civilization alone in the depths of space.
From these three base species hundreds of crosses arose and inevitably conflict. While the lines between the three factions have become so blurred over time, the lines may still be found by those that look and along these lines rifts are forming. Pirates harass shipping lanes and rival companies often sabotage other companies mining operations on the rich mineral deposits of the Asteroid Field.
Anyway, enough story. The game is planned to have both a multiplayer and single player campaign and is largely inspired by Descent as well as other shooters including Warsow.
I plan to have a working multiplayer done sometime this summer and will be opening the game for beta/alpha testing once I get to a playable point. Right now a few things are still a bit rough and I'm still getting the player controls right.
Currently most models are temporary ones downloaded from Turbosquid, but I do have two original ship designs (one may be seen above) and many other models though currently most lack textures. (Update: new picture showcasing new map with custom models and green lasers.)
Anyway, I'm writing here because I am curious if the community has any (reasonable) requests that they want this game to include. While I can't make promises I'll do everything I can to get interesting features into the game.
Planned features include: common game modes (Deathmatch/Anarchy), uncommon game modes (Murderball ), coasting (you can turn while maintaining your momentum), cool graphics effects (HDR, DX11, Bloom and other goodies), and more. I also plan on taking advantage of the power of modern PC's to expand the genre a little if I can. How or what that might be I can't say.
The game is being made with the Esenthel Engine and is planned to support both Mac and PC initially. If you want to see some other projects I've done for PC check out Dark Time.
If you are interested or have questions don't be shy. Octoface I'll post updates below.
Update [12/11/2012]:
I've been doing a lot of work lately and have almost completely rewritten the game by now. These changes, while significantly less visually appealing are a lot better in the long run. Firstly, I have redone the weapons system which will allow me to easily add and change weapons without taking much time, they have also been optimized so that the weapons system now takes less resources. Next, I've worked on player motion, this means adding collision damage, it is now very easy to kill yourself if your stupid and have a fondness for rock walls. As part of this I have added a system that tracks your deaths and kills making it easier to create a scoreboard. I've updated the message system moving messages from the top left to the top center and adding an animation. Updated coasting and braking so they now work better and improved movement in general adding inertia to the ships rotation. I've also reduced the number of lights by a significant amount by removing those that wouldn't make a difference anyway. Finally, I've remodeled the main ship and should have a mesh posted sometime soon so you have something to look at there. Also, networking code has been poked at a bit, though this is probably months in the future. It is my hope that I will have a demo by the end of the year, though it could vary be a significant amount depending on what happens with my schedule. Oh, almost forgot, I've been working on some original music, alas, it's not that good, but it's something.
Update [12/12/2012]:
For now, I'm removing the heavy art assets seen in the screenshot above etc. This will allow me to focus on gameplay over art and will also allow me to better judge changes effect on frame rate.
Update [12/18/2012]:
Demo video of movement: http://youtu.be/XcngYmjqGTM
Update [12/20/2012]:
Well, I'm now done with the semester and have more time to dedicate to this project. I will be setting up a website with more details soon. I have refined the UI a little adding an indicator to the targeting reticle to show you which way is "up". Hopefully this will make getting lost less of a problem. I have also added support for messages for picking up ammo, health, killing players, server announcements and such. I have also implemented a droppable and spawnable items system which will allow weapons to spawn in levels and to be dropped from exploding ships. I should have a modders alpha out by the end of the year unless something unexpected occurs (such as the world ending). This will not include most of the heavier features like multiplayer but will be designed to allow those interested in testing out the game to give it a try and will allow those that want to add content to do that as well. This demo will include a manual on how to create levels for those that are interested in taking this path.
Update [1/1/2013]:
Happy New Year! I will be moving these updates to my site World of Zero. You can check up on updates on Cebris and my other projects at updates.worldofzero.com. Feel free to leave feedback on specific updates on those posts, I'll do my best to respond. Or if you have any general comments or questions you can drop them either here or there. The demo has been delayed due to an issue arising with one of my other projects that had to be resolved. I'll release it when it is ready.
Update [2/16/2013]:
Server is implemented and I am working on connecting the client to it. This is the framework for Multiplayer which will be possible after this is finished.
From these three base species hundreds of crosses arose and inevitably conflict. While the lines between the three factions have become so blurred over time, the lines may still be found by those that look and along these lines rifts are forming. Pirates harass shipping lanes and rival companies often sabotage other companies mining operations on the rich mineral deposits of the Asteroid Field.
Anyway, enough story. The game is planned to have both a multiplayer and single player campaign and is largely inspired by Descent as well as other shooters including Warsow.
I plan to have a working multiplayer done sometime this summer and will be opening the game for beta/alpha testing once I get to a playable point. Right now a few things are still a bit rough and I'm still getting the player controls right.
Currently most models are temporary ones downloaded from Turbosquid, but I do have two original ship designs (one may be seen above) and many other models though currently most lack textures. (Update: new picture showcasing new map with custom models and green lasers.)
Anyway, I'm writing here because I am curious if the community has any (reasonable) requests that they want this game to include. While I can't make promises I'll do everything I can to get interesting features into the game.
Planned features include: common game modes (Deathmatch/Anarchy), uncommon game modes (Murderball ), coasting (you can turn while maintaining your momentum), cool graphics effects (HDR, DX11, Bloom and other goodies), and more. I also plan on taking advantage of the power of modern PC's to expand the genre a little if I can. How or what that might be I can't say.
The game is being made with the Esenthel Engine and is planned to support both Mac and PC initially. If you want to see some other projects I've done for PC check out Dark Time.
If you are interested or have questions don't be shy. Octoface I'll post updates below.
Update [12/11/2012]:
I've been doing a lot of work lately and have almost completely rewritten the game by now. These changes, while significantly less visually appealing are a lot better in the long run. Firstly, I have redone the weapons system which will allow me to easily add and change weapons without taking much time, they have also been optimized so that the weapons system now takes less resources. Next, I've worked on player motion, this means adding collision damage, it is now very easy to kill yourself if your stupid and have a fondness for rock walls. As part of this I have added a system that tracks your deaths and kills making it easier to create a scoreboard. I've updated the message system moving messages from the top left to the top center and adding an animation. Updated coasting and braking so they now work better and improved movement in general adding inertia to the ships rotation. I've also reduced the number of lights by a significant amount by removing those that wouldn't make a difference anyway. Finally, I've remodeled the main ship and should have a mesh posted sometime soon so you have something to look at there. Also, networking code has been poked at a bit, though this is probably months in the future. It is my hope that I will have a demo by the end of the year, though it could vary be a significant amount depending on what happens with my schedule. Oh, almost forgot, I've been working on some original music, alas, it's not that good, but it's something.
Update [12/12/2012]:
For now, I'm removing the heavy art assets seen in the screenshot above etc. This will allow me to focus on gameplay over art and will also allow me to better judge changes effect on frame rate.
Update [12/18/2012]:
Demo video of movement: http://youtu.be/XcngYmjqGTM
Update [12/20/2012]:
Well, I'm now done with the semester and have more time to dedicate to this project. I will be setting up a website with more details soon. I have refined the UI a little adding an indicator to the targeting reticle to show you which way is "up". Hopefully this will make getting lost less of a problem. I have also added support for messages for picking up ammo, health, killing players, server announcements and such. I have also implemented a droppable and spawnable items system which will allow weapons to spawn in levels and to be dropped from exploding ships. I should have a modders alpha out by the end of the year unless something unexpected occurs (such as the world ending). This will not include most of the heavier features like multiplayer but will be designed to allow those interested in testing out the game to give it a try and will allow those that want to add content to do that as well. This demo will include a manual on how to create levels for those that are interested in taking this path.
Update [1/1/2013]:
Happy New Year! I will be moving these updates to my site World of Zero. You can check up on updates on Cebris and my other projects at updates.worldofzero.com. Feel free to leave feedback on specific updates on those posts, I'll do my best to respond. Or if you have any general comments or questions you can drop them either here or there. The demo has been delayed due to an issue arising with one of my other projects that had to be resolved. I'll release it when it is ready.
Update [2/16/2013]:
Server is implemented and I am working on connecting the client to it. This is the framework for Multiplayer which will be possible after this is finished.