Aurelius Online: Multiplayer battle arena

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Xephyr
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Aurelius Online: Multiplayer battle arena

Post by Xephyr » Mon Feb 13, 2017 9:59 pm

I find that the fastest way to learn something is to go in way over my head right away. So naturally, when I decided to try out Unreal Engine to develop games, I did exactly that.

Aurelius Online brings the battle arena to life - even though it's currently a mess of placeholders and experimentation - and allows you to fight 1 on 1 with another player. However, the game is far from complete. There's currently no UI (at all), and multiplayer is limited to connecting to a server on my shoddy home network, which can't support many concurrent games.

Image

But, I do plan on releasing a beta stream sometime this year - the game's going to be at least 1GB so I don't plan on doing frequent betas for the time being. Ultimately I think it would be great for this to end up being an RPG, where you can fly around the Rigel Aurelius system upgrading your ship with other players, though the first few instances of the game will be very rudimentary.

Tell me what you think, and let me know what kind of features you want to see.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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Re: Aurelius Online: Multiplayer battle arena

Post by JohnBWatson » Tue Feb 14, 2017 2:43 am

That's interesting - a 3D perspective. Would the Arena have a 'roof', then?

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Xephyr
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Re: Aurelius Online: Multiplayer battle arena

Post by Xephyr » Tue Feb 14, 2017 2:56 am

JohnBWatson wrote:
Tue Feb 14, 2017 2:43 am
That's interesting - a 3D perspective. Would the Arena have a 'roof', then?
Yes, sort of. The old battle arena had energy fields rather than solid walls that kept the ships in the ring. I'll probably have a sort of energy "bubble" that keeps ships inside during a match. On the current model, the upward "arms" would probably be the upper limit; I don't have that model though, so I'm using a placeholder.

I might also consider a top-down perspective, but for now I'm going to take advantage of the engine's capabilities.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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Re: Aurelius Online: Multiplayer battle arena

Post by TheLoneWolf » Tue Feb 14, 2017 3:51 pm

Can I help you with development?
I'm familiar with C++!

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Re: Aurelius Online: Multiplayer battle arena

Post by digdug » Wed Feb 15, 2017 12:06 am

This is absolutely amazing !
Can I ask you how long did it take you to set up the unreal engine to do this ?
Also, was it hard to convert/import the meshes? Did you have to downsample them ?

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Re: Aurelius Online: Multiplayer battle arena

Post by Xephyr » Wed Feb 15, 2017 12:41 am

Thanks for the offer, TLW. I'll let you know.
digdug wrote:
Wed Feb 15, 2017 12:06 am
This is absolutely amazing !
Can I ask you how long did it take you to set up the unreal engine to do this ?
Also, was it hard to convert/import the meshes? Did you have to downsample them ?
Unreal is super quick to work in, it's really helpful for prototyping and that kind of stuff. There's templates that include network play and basic actor behaviour, so in theory you could build something like this in a couple of days as a proof of concept. Naturally I went a little bit further than just slapping the meshes on a template; I feel like I'm getting pretty close to how ships behave in Transcendence.

Importing the meshes is super easy. Blender can export to .fbx - As long as you export with smoothing groups they're compatible straight across. Lots of ship meshes are about 20,000 faces, but I think I can get those down to about 2000 for better performance. The stations are a different story, though - I wanted to recreate the station cluster in Rigel - flying around the stations in 3D is super cool - but they're being difficult. That's why I've got Sanzu Citadel flying in the distance (and partly to be able to keep your bearings against a black background).

I'm holding off on texturing the ships and stations until I retopo them to lower face count.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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Re: Aurelius Online: Multiplayer battle arena

Post by TheLoneWolf » Wed Feb 15, 2017 11:52 am

Did you use Blueprints?

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Re: Aurelius Online: Multiplayer battle arena

Post by george moromisato » Thu Feb 16, 2017 5:40 pm

Amazing! Can't wait to see how this progresses.

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