




Every few months, the dev team can be seen stretching their backs on a grassy enclave that flows like a outstretched tongue intersecting the old bear cave where this team seems to dwell. During this rare time, the devs are more human than bear and it is safe to talk to them. Lets lean in and see what they are saying... "Updates? Did you say an update is coming?" Updates below, coming soon mentioned here. (alpha state subject to change) - Universe (think IPFS) player data with P2P (peer to peer - not pay to play - *yuk) using Steam networking. So the global player base can interact with mini worlds... [pic soon] ...hosted by you some persistent some not doesn't matter because all the while you global data is progressing - so no matter what you do, your playing and gaining points that can be spent or traded whatever they are your points who are we to tell you what to do! Freeeeeedoooom! ;-) - Tons of content uploading soon to Workshop in form of walk around levels with open (free as in MIT [where can]) source runtime scripts you can play with. (aimed at devs, diy types, builders and those that like to have fun in non traditional ways like running bots for game advancement rather than grinding.) [pic soon] - Local server you can host on your Linux box, with persistent military grade sql lite for data share. - WebGL support in game - works on windows, some issues with Linux port. Low priority right now. But will be fun long term for VR browser stuff and the 3D web of things. - React UI working with WebGL. So we can use open source React libraries that everyone can use for other stuff too! Why not learn while you play and build? - K4 content coming Sep. [rest of pics] - Unity companion license content too! - Clearly labeled folder structure for Workshop. Engine and Editor dates, workshop tags and notes and readmes everywhere they should be. - Single code base game mechanics private repo started, finally get our code base under control (there was huge tech debt to be paid since May 1st we been paying it, now have some spending money so to speak so more good updates [and more good English too]) - Single code base API/SDK for workshop, so you can do what we do. readme will have what assets were used, you can license non free code and do what we do. We share what we can. /* Random Mumble */ // From the tongue of the cave On the surface all we have at this point is a functional workshop on linux, tested on SteamOS. -> We are still uploading and playing with best approach to deepots now that we know more what we are trying to do. Things may not work or launch until Sep. 2nd. But feel free to play and chat about anything as we upload. Most of the action will be in Workshops. We have a Cube test working at 4pm Aug. 31st (to have the proof of concept done by when we said) actualy good content with bells whistles and pretty good art is inbound. (We will be taking full advantage of Steam api and tools to speed along our dev process. Most everything will have a tiny readme file if you poke around in the folders. I will also try my best to clearly state where all the license info is. The plan is to use workshop collections, and open source licensed stuff where we can to let people use the Steam workshop like they would use a workshop in their RL [real life] garage/shed - we want it to be that handy and fun [like part of gameplay is workshop built in concept wise/design wise and as a game mechanic but in a way that is fun and intuitive and freeing and not in a annoying way though day one , two and three it may be annoying till we get feedback.) Windows on Steam has a lot more built in to the app delivery process - like common redistributables, a server tools for depots etc. We are playing around with a few undocumented features, while also taking advantage of standard bash and open source to see how crazy cool we can get in our offerings of game and app playable services and features. (Think everything is less than 3 clicks away) Again not much to see or do yet, but the pipeline and workflow is almost semi-polished and we will be rolling this out sometime over next several months. [pic soon] Placeholders. Yup, right now the editor tool is just the same app build as the game. The though here is - we spotted a FlatPak library in steam runtime for linux maybe we can leverage that to auto install say.. the... Unity Editor or MonoDevelop or (MIT License) Torque editor or Godot, Unreal, aws Lumberyard, Moby etc. If so talk about a hidden feature! (more edits and updates to happen up until 11:59pm then we will shift to what to expect in the Sep. update between Sep. 1st and end of the year.) [pic?] MUST HAVE: Steam Controller Support Lots of Workshop Items ...add more next month GOODIES: Steam Leaderboards Steam Trading Cards Workshop Collections ...add more next month WANT: all Steam Features. standardized workshop tags. ...add more next month
[ 2019-08-31 22:46:46 CET ] [ Original post ]
- An advanced game that is immersive and massive in scale - the crossroads where community, gaming and storytelling precipice.
- From mini games like match 3 to full on adventure gaming with farming, crafting and land ownership - everything is accessible.
- Respecting the player, woven into the play are the concepts of Edutainment and EduTECH - with these tenets we can soar to new experiences that aren't watered down for the masses.
The ambitious feature set of essentially a completely open and fully intractable world will make use of Steam Workshop and other Community Hub features day one. This is why we call it CommunityUs.
The point of this game is community first and game second i.e. the game is the thing to talk about in the various community channels.
Start your journey in a small low detail yet polished world.
Use the in game workshop to grow your world with CommunityUs contributed content.
Become an active community member.
- Encourage others or do your own stuff.
- Discover guides to help you grow.
- Anyone can get their feet wet with simple pixel art.
- Work on skills that carry over into real life.
- OS: SteamOS. Fedora. Ubuntu. Red Hat
- Processor: amd/i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD or AMD 540/560/590
- Storage: 1 GB available space
- OS: SteamOS
- Processor: i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVidia 960/1080 or Dual 1080Ti for VR beta
- Storage: 750 GB available space
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