Uridium Wars:TRI Project (devnote)

05/13/2014 11:52 Fenrisus#1
Hello there, today i will present to yours my new awesome project: Uridium Wars: The Reconstruction Initiative. (Uridium Wars: TRI)

Little backstory, how it's gone: Few weeks ago, i am talking with my friend (IceShock) about UW, and DO generally. I am planned create a fully new game, just "Do-like", maybe looks like EvE + BSGO + DO in one flask. But after discussions with Ice, i am change my plans, and start making Uridium Wars: The Reconstruction Initiative. This project have a primary target: reborn Uridium Wars, and little improve gameplay (make them little more deep). Balance model: Uridium Wars style + some improvements. The improvements will not affect on PvP balance and other things, but let me tell about all of that little more and structurized.

About technology: That is NOT FLASH, NOT UNITY, and NOT GAMEMAKER. You just need open you browser, click to page link, and play. Nothing else. That technology based on WebGL

Some dev screenshots:
The ours client (non flash!)
[Only registered and activated users can see links. Click Here To Register...]
The server:
[Only registered and activated users can see links. Click Here To Register...]

About features & changes:
1) No more php part and flash part of client. (Skylab, hangar, etc.). We will implement ALL features inside one application. For example, for getting acess to hangar, you just need fly to closest space station (station of you faction) and click "Dock" button.
2) Territory Wars system. Same as in Battlestar Galactica Online. Each sector have a special counter based on pilots activity in this sector. Kill npc! kill you enemies, and when counter reach some value (100%) - outpost will be spawned at this map. You can dock to outpost and do many things like: check you skylab, upgrade, browse market and etc. Outpost have a own defence systems and attack players/npcs from other factions.
3) Moar Sectors! Moar events! The greater space map than default UW have.
4) NPC behaviors: Advanced AI already implemented on our project. That provides targeting & combating things for factions AI. Yeah, now all 3 factions have a their own AI on map. That AI fighting against pirates or aliens, and attacking pilots from other factions. Idea of this coming from BSGO.
5) Generally about PETS, Drones, Weapons, Upgrades, Uridium and other things called balance: We dont following BigPoint "commercial" logic. We do this game just for fun. Keep this in mind, and dont cares about balance. Game should be in full-challenge fair play style, where "all in your hands, not in your personal wallet". We dont have a plans to following in implementation all of content from DO/UW (LF4 and etc.). Our target is - make a balanced game, where any player can found a fun things and interesting gameplay.

Collaboration: You like this project and wanna help us? Great!
If you are good 3D-artist, or sprite-maker/designer: We will be very happy, if you make for this project:
a) Custom Ships. Looks same as UW, but not copyrighted by BigPoint.
(we are using our own client, and our own server software. Only graphics - still a little problem about copyright)
b) Custom UI interface. You can make this better? Please make this for us!
c) Custom stations, asteroids, backgrounds, sprites - anything, what you can do! That really can help us alot.
If you are a story-writer: You are always welcome to join for create custom quests descriptions, more deep story-line quests and other things.
If you are player: Share you expirience and ideas about game? Whats features looks boring, what should be more interesting, and what you want to see on this game?

Note: Uridium Wars: TRI is fully and permanently free to play. Currently under heavy development, it is run by a very small team of volunteers working with no funding. Every player should know this: you are becoming a tester, not a player of a fully developed commercial game produced by a million-dollar company. As such you are welcome to try out as many of the things currently implemented as you can, and give the development team feedback. Also, you may join to development on open vocations, we will be happy to see your help for this project.


Current project status:
Game Server : 55% - Operational
(Engine works, alot of content should be added)
Game Client : 30% - Non Operational
(Works - Networking, GFX engine, UI engine, basic actions like movement and etc. Requires to add gameplay)

About us:
05/13/2014 12:23 Madatek#2
I would like to apply as a story writer and/or player. Contact me via PM or Skype :)
Edit: I was reflecting and i came up with some ideas :)
05/13/2014 12:52 Sήøwy#3
Good luck with your project but i can tell you is a lot of work.
05/13/2014 13:47 Fenrisus#4
Yeah, at current stage, project so far to be done. But we are already done all basic server & client things. For example, server right now contains 70% of game mechanics of original UW and some customs. Little list of currently server things:
=================
Game loops 100%
Targeting & Attack 100%
Movement System 100%
Items globaly (+ Inventory and slots on ship) 70%
Resources 100%
SkyLab 70% (+ custom features)
Item Management 70%
Territory Wars system 65%
Ships 80%
Players 100%
Skills 50%
Abilities 50%
Maps & obj on map 100%
Networking 100%
Msg System (chat, notifications, etc.) 100%
Quest System 100%
AI (includes NPC behaviors for each playable factions + pirates + aliens) 100%
Space Station Docking 100%
Hangar Management 100%
Market 100%
Auction 100%
==============
That's just a systems on server side.
Content is:
Ships 35% (few for tests)
Items 15% (few for tests)
Skills 20% (few for tests)
Maps 5% (few for tests)
Abilities 5% (few for tests)
Loot & Drop 5% (few for tests)
Npc types : 5% (few for tests)

Well, mainly we working hard on client side, becouse here only implemented basic features like Graphics Engine for draw effects, ships, backgrounds and etc. Networking, controls. And right now we are working on UI & add's protocol commands for connect server<--->client features. (For example, server - know how to dock player or use jumpgate, but client lack of buttons & protocol commands for it)

Yep, here alot of work should be done, before we can open this project for players =) But i will post here our progress time by time.
05/13/2014 14:11 R1KK4#5
Just take your time :)
But I guess some fags will post #closerequest only because they think you'll never finish this project, just ignore them :)

GL! <3
05/13/2014 15:58 gabrielcool1#6
Quote:
Originally Posted by R1KK4 View Post
Just take your time :)
But I guess some fags will post #closerequest only because they think you'll never finish this project, just ignore them :)

GL! <3
Isn't to think that wont finish, is that some people use this to spam/gain post while the project isn't even released.
05/13/2014 17:43 Davidide12#7
Let it be full not beta
we will wait
Make it clean and fast.
Don't make it PVP Fun make it
PVE and PVP
We can start from phoenix and make fast credits and uridium and get goliath isn't that more cool like
RPG dark-orbit, cause there's NPCs.
The server will be brutal cause we will buy log-discs and make some skylabs and skills!
REAL Ammunition Lasers/Rockets and etc.[] we will buy lf-2 , lf-3 lasers and iris/flax + pets won't that be cool? Boosters maybe everything man ;'] -
All maps ofc
We will be very happy if we seen the server like this everybody will like it!
05/14/2014 05:38 pureevan#8
I Hope it will finish this year, im excited :).
05/14/2014 13:26 lolo-53#9
great initiative ! i hope this will not become a pay to win game such as darkorbit....
05/14/2014 18:31 Huskers73#10
I will beta test when you are ready. I can't wait til it is ready. I have been looking for a DO replacement and nothing really is the same to date.

Good luck
05/15/2014 12:12 Fenrisus#11
Quote:
Originally Posted by Davidide12 View Post
Let it be full not beta
we will wait
Make it clean and fast.
Don't make it PVP Fun make it
PVE and PVP
We can start from phoenix and make fast credits and uridium and get goliath isn't that more cool like
RPG dark-orbit, cause there's NPCs.
The server will be brutal cause we will buy log-discs and make some skylabs and skills!
REAL Ammunition Lasers/Rockets and etc.[] we will buy lf-2 , lf-3 lasers and iris/flax + pets won't that be cool? Boosters maybe everything man ;'] -
All maps ofc
We will be very happy if we seen the server like this everybody will like it!
Agreed Fully! And i am get a some free time for explain more about how we planned it, and how we will improve it.

Game are not dedicated only for PvP or PvE - we will make them mixed style. Just imagine UW, and RPG features. With quests, adventures, territory-claim wars and etc. Our primary task - make game process not boring (players should get fun on any map!), with very deep but user-friendly (simple to understand, casual) features.

About lasers and generally weapons: we just added a new weapon type: ALB (Anti-proton Laser Beam). How them works? for example:
ALB2:
Strong Sides:
A higher damage than LF2, 1 shot equvalent to 1,6 shots LF2
Better weapon accuracy than LF2 (less Miss!)
That is Beam! Graphically looks like beam!
Bad sides:
Less fire-rate than LF2. 1 beam shot = 1.8 shots LF2 (by time)

So finnaly - LF2 deals DPS damage (shooting faster but a bit less damage than ALB2 deals per shot), and ALB2 deals Alpha damage (less fire rate, but a bit higher damage than LF2 deals per shot)
That weapons - ALB2 and LF2 - very similar, uses same ammunition and etc. But LF2 - that is a Laser. Graphically them shoots as UW, default DO style. But ALB2 - that is a Beam, and graphically them shoots as line from you ship to enemy ship (LF2 shooting by single projectiles). :)
Little tips: for example, if your wanna fly & fight in team, just make a squad: x2 Goliath with LF2, and x1 with ALB2 beams - and this should be great tactic: Beamed Goliath - shoot target and deals high-damage 1st shoot, and another 2 Laser Goliaths - finish the target by their dps. That simple, but very useful weapon type provide a greater tactic variables for teamplay.


About maps: UW: TRI will contains a fully ofc map + added a few sectors (not high amount, here - no EvE. For example, from right now, from 4-4 to any side +2 new sectors.)
05/15/2014 15:36 Davidide12#12
Cool work bro! This will be better than the original darkorbit 10-5 peoples makin' new darkorbit , original darkorbit make over 10k people or more
You can make Ice Laser and
Plasma Weapons? Railgun etc
Blasters and beamers like this you said it will be nice! Keep the continue the good work!
This will be an RPG Private Server over 10M Players!
keep the new weapons and maybe new ship aren't know, designs etc you can make by some programs I've forgot, not really fast credits and uridium let it be set normal but about 1 week we're elite and 2 weeks full elite , confirm my friend?
Buying irises/flax
I can find a really experiment graphic that he's using CryEngine [ friends ] and make graphics good!
And the bars maps 3D everything
Have a good-work!
Would like to test it early :)
05/17/2014 16:50 K@mel#13
Hope you will keep it under development.

Good luck with making it like DO(PvE+PvP).
05/18/2014 11:00 Fenrisus#14
Found some time, for post a bit outdated test =) (i am capture this few days ago, but publish it only now)

Currently - working on interfaces =)
05/18/2014 11:07 th0rex#15
Quote:
Originally Posted by Davidide12 View Post
Cool work bro! This will be better than the original darkorbit 10-5 peoples makin' new darkorbit , original darkorbit make over 10k people or more
Wtf ? 10k people to make darkorbit ? No way lol. You maybe need 1-3 for the swf, 1-2 for the server and maybe 1-5 for the website. Do you even know how hard it is to organize a team with 10k people in it ?