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The '''Kemoverse Online''' is a online social furry roleplaying game where you play as a member of the virtual town of Vara along with other citizens and students. The game is primarily divided in to three main areas of gameplay: the customizable self-expressing role-play part, the side quest unlockable point system part, and the online event community part. The purpose of these are to provide a relaxing virtual world for a sense of community to let players express their personal second life: without the lackluster mini-games of most popular social world games but with the individual expression and exploration possible through open-world sandbox games.
The '''Kemoverse Online''' is a online social furry roleplaying game where you play as a member of the virtual town of Vara along with other citizens and students. The game is primarily divided in to three main areas of gameplay: the customizable self-expressing role-play part, the side quest unlockable point system part, and the online event community part. The purpose of these are to provide a relaxing virtual world for a sense of community to let players express their personal second life: without the lackluster mini-games of most popular social world games but with the individual expression and exploration possible through open-world sandbox games.


{| style="display:block;width:100%;"
= History =
| style="width:33%;vertical-align:top;" |
=== 1. Customizable role-playing game for personal expression. ===
''.. to personalize your character and act it out as yourself''


* Unique clothes with species-based variation from culture
Kemoverse Online is a direct continuation of [[Game|the experiments]] made where I both learned 3d modeling and game development through Unity. However, despite Unity's public success I did not like it; mostly due to the licensing restraints and the slowness/bloatness, and so I looked in to alternatives, of which among them were Godot. At the time I begun tinkering with it in mid-2019, the 3d capabilities were still young but recently had been given some updates, and this convinced me to port everything towards Godot and run with it.
* Animation editor: mix together existing animations
* Texture editor: combine existing texture patterns for clothes
* Graffiti/Postit/Paper plane message leaving
* Animated in-game speech: custom font and color
* Animation duos: interactive animations between players
* Push and pull: manipulate the location of dynamic objects including people
* Click to point: click real world locations to point hand (IK) or to look at it  
* Body item slots: pockets, wrist, neck are limited but appears physically
* Inventory bag slots: Pixel grid inventory space system


| style="width:33%;vertical-align:top" |
From tinkering with it for over a year, I would say that Godot is really the better choice for Kemoverse Online, not only because of the bright future it seems to have but also because of its design principles: it's fresh, lightweight, and simple. It doesn't need the overly-complex stuff offered by Unity like multiple render passes and such. Instead, it has forced me to simplify and streamline the basic game; and while it looks a bit dated, I'm still wishing to build a strong theme and ambient feeling as those types of games end up being timeless.


=== 2. Side-quest story progression with a point reward system. ===
= Versions =
''... to purposefully grind game mechanics for self gratificating rewards''
== Pre-alpha ==
[[File:TKOprealpha.png|thumb|Pre-alpha.]]
{| style="text-align:left;" |
!Started
!Ended
|-
|Spring 2019
|Spring 2020
|}


* Side-quests for Astra story and area unlock
Pre-alpha was the process of porting the existing code from Unity in to godot, which mostly consisted of "existence" code such as being able to walk around, focus on things, turn your head, and load different scenes as well as implementing a basic user interface, character creation and few basic items to look around you. So basically, the essential stuff to get up and going. I released only a few pre-alpha builds as I was figuring out where to take this project, and until I had a clear view, I just wanted to get the groundwork down.
* Mandatory low attendance (one class/month) with higher level classes
* Higher level classes gives less points but can reward special items
* Collaborative mini-games for gaining points
* Single is for students themselves to fulfill goals (class 1)
* Creative is for students to judge each others works anonymously (class 2)
* Battle is for students to battle between each others in a live environment (class 3)
* Culinary: make your own dish name and ingredients (hangman)
* Artistry: make a sketch, others guess it (sketchswap)
* Acting: make a convincing animation in a timeframe (charades)
* Chess, Cards, etc


| style="width:33%;vertical-align:top" |
<div style="clear:both;"></div>
== Alpha 1 ==
{| style="text-align:left;" |
!Started
!Ended
|-
|June 2020
|August 2020
|}


=== 3. Social online community for continuous engagement. ===
Alpha 1 was to implement proper character customization and multiplayer synchronization. For this, I created the Kemoverse Server that keeps track of players in the world as well as saving custom user data in a database that is directly connected to the Kemoverse Forums user account. The character customization was also updated to allow for individual coloring of either mesh parts or of texture parts of the clothes. Character customizations are made to be saved and loaded as a long text code.
''... to faciliate and encourage a living world where you are expected''


* Anonymous rating of other players for social score
<div style="clear:both;"></div>
* Social score is for ego purposes, but can unlock titles
== Alpha 2 ==
* System personnel creates in-universe events as their characters
{| style="text-align:left;" |
* Seasonal events provides everyone with special outfits
!Started
* In-universe internet hosting player’s personal blogs
!Ended
* SMS group and single for private communication
|-
* LARP style fighting game battle
|September 2020
* Take and share pictures on your phone
|November 2020
|}


|}
Alpha 2, named the "Theme update", was to implement a day and night cycle and special feelings in to each and every currently implemented are of the game. 3D models were refined and reimported due to a fixed bug in Godot and shadow baking was massively improved. The interaction menu and the UI were further refined and streamlined and some functionality was added, namely the motion blur. All of the interior areas were cleaned up.

Revision as of 16:42, 1 December 2020

The Kemoverse Online is a online social furry roleplaying game where you play as a member of the virtual town of Vara along with other citizens and students. The game is primarily divided in to three main areas of gameplay: the customizable self-expressing role-play part, the side quest unlockable point system part, and the online event community part. The purpose of these are to provide a relaxing virtual world for a sense of community to let players express their personal second life: without the lackluster mini-games of most popular social world games but with the individual expression and exploration possible through open-world sandbox games.

History

Kemoverse Online is a direct continuation of the experiments made where I both learned 3d modeling and game development through Unity. However, despite Unity's public success I did not like it; mostly due to the licensing restraints and the slowness/bloatness, and so I looked in to alternatives, of which among them were Godot. At the time I begun tinkering with it in mid-2019, the 3d capabilities were still young but recently had been given some updates, and this convinced me to port everything towards Godot and run with it.

From tinkering with it for over a year, I would say that Godot is really the better choice for Kemoverse Online, not only because of the bright future it seems to have but also because of its design principles: it's fresh, lightweight, and simple. It doesn't need the overly-complex stuff offered by Unity like multiple render passes and such. Instead, it has forced me to simplify and streamline the basic game; and while it looks a bit dated, I'm still wishing to build a strong theme and ambient feeling as those types of games end up being timeless.

Versions

Pre-alpha

Pre-alpha.
Started Ended
Spring 2019 Spring 2020

Pre-alpha was the process of porting the existing code from Unity in to godot, which mostly consisted of "existence" code such as being able to walk around, focus on things, turn your head, and load different scenes as well as implementing a basic user interface, character creation and few basic items to look around you. So basically, the essential stuff to get up and going. I released only a few pre-alpha builds as I was figuring out where to take this project, and until I had a clear view, I just wanted to get the groundwork down.

Alpha 1

Started Ended
June 2020 August 2020

Alpha 1 was to implement proper character customization and multiplayer synchronization. For this, I created the Kemoverse Server that keeps track of players in the world as well as saving custom user data in a database that is directly connected to the Kemoverse Forums user account. The character customization was also updated to allow for individual coloring of either mesh parts or of texture parts of the clothes. Character customizations are made to be saved and loaded as a long text code.

Alpha 2

Started Ended
September 2020 November 2020

Alpha 2, named the "Theme update", was to implement a day and night cycle and special feelings in to each and every currently implemented are of the game. 3D models were refined and reimported due to a fixed bug in Godot and shadow baking was massively improved. The interaction menu and the UI were further refined and streamlined and some functionality was added, namely the motion blur. All of the interior areas were cleaned up.