Prototype: Difference between revisions

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[[File:KemoversityHall2.PNG|thumb|A screenshot showing the interaction system on one of the early builds (ver 2) of the game.]]
[[File:KemoversityHall2.PNG|thumb|A screenshot showing the interaction system on one of the early builds (ver 2) of the game.]]
This article is WIP.


The Kemoverse game is a realization of part of the Kemoverse and the pre-Tuner story as a playable game.
The Kemoverse game is a realization of part of the Kemoverse and the pre-Tuner story as a playable game.


The basic idea is that the game will be an online social experience, much like Second Life with less customization, but also like The Sims with less God mode. The primary focus will be interactions with your co-players through emotes, mini-games and other cooperative activities. It will also focus on exploration and interaction, so the world will be detailed and have almost all of it available to walk on to. There is a visual novel side to the game as well, providing a world and characters from the Tuner story to let you dwelve in to the Kemoverse.
The basic concept is an interactive, story-driven adventure/freeroam type game that tells the imminent story leading up to Tuner: Kat and Mika starting college together and gaining friends and enemies. The primary objective will be story progression, of which areas and in-game features are unlocked for free travel. Focus will also be on interaction with the world, such as moving things around, dressing up, or simply walking around.


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= V3 (Vara) =
= V3 (Vara) =
[[File:V3_status.png|thumb|Current status.]]
[[File:V3_status.png|thumb|Current status.]]
In the summer, I got busy with life/school and dropped this project in favor of others. However, in December 2018, I took a look at my project once again and decided that it needed yet another reboot due to the new Prefab workflow in Unity that fundamentally changes how you create premade assets. The Editor itself had also matured, which contributed to my decision. So far, I've re-made the user interface to be sleeker and more fitting to the theme, reorganized the scripts to be more aligned to the component design model, and generally improved everything. The plan is to make a formal design reference sheet for the entire game.
In the summer, I got busy with life/school and dropped this project in favor of others. However, in December 2018, I took a look at my project once again and decided that it needed yet another reboot due to the new Prefab workflow in Unity that fundamentally changes how you create premade assets. The Editor itself had also matured, which contributed to my decision. The plan is to make a formal design specification for the entire game, from start to finish, and to actually produce a demo that can be played for a showcase of the basic functionality.
 
As of April, about 30% of the demo functionality and 10% of the overall functionality is in place.


<gallery>
<gallery>
File:V3_subs.png|Overview of interface.
File:V3_subs.png|Overview of interface.
File:2019-02-22_03.03.50.PNG
File:V3_MIKA.png|Starting to look like quality.
File:V3_ROOM.png|Somewhat finished room
</gallery>
</gallery>


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* Low (50-100) player count
* Low (50-100) player count
* Server-client with client authorative network model
* Server-client with client authorative network model
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= V4 =
In 2019, I decided to port the game over to Godot instead and renamed it [[Kemoverse Online]].
= Outline v2 =
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=== 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
* 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
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=== 2. Side-quest story progression with a point reward system. ===
''... to purposefully grind game mechanics for self gratificating rewards''
* Side-quests for Astra story and area unlock
* 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
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=== 3. Social online community for continuous engagement. ===
''... to faciliate and encourage a living world where you are expected''
* Anonymous rating of other players for social score
* Social score is for ego purposes, but can unlock titles
* System personnel creates in-universe events as their characters
* Seasonal events provides everyone with special outfits
* In-universe internet hosting player’s personal blogs
* SMS group and single for private communication
* LARP style fighting game battle
* Take and share pictures on your phone
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