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Heyho, your administrative issues are yet back again with another nanos world blog entry!
nanos world - work weekend
As many of you have already noticed via our social media channels, a big part of our team has met between the 2nd and 4th of March at the home of Dennis. There we worked on nanos World in a personal atmosphere and discussed the most important points of the project.
Besides having fun, which is very important for such a meeting, we had a very productive workflow. This is why we will do another one in the future. For us it is very important that our project is transparent to you and that the community is involved in most of the steps. This is why we want to present you this weekends output.
nanos world default map “Armstrong”
On one hand, nanos World is characterized by the nearly endless possibility to change the game and to have a flexible base for your own experiences. On the other hand nanos World should be accessible not only to experienced coders, but also to amateurs trying to create their first experience. This is why our default map “Armstrong” exists.
This is why it is very important to us to make the default map editable and expandable. It should be possible to use it for many different types of gamemodes.
First we discussed which gamemodes can be expected to be played by the biggest ammount of people. We plan on shipping free community-gamemodes in the beginning, which means you can build upon those right from the start. This includes gamemodes like survival, roleplay, deathmatch, battle royal, races and stunting.
Following these first design decisions we talked about the vegetation of Armstong. Here we wanted to follow a “carribean” design, which we have already planned previously. We also looked to Sri Lanka nad Hawaii for inspiration: With photos and Google World we made our mind on what we really wanted to achieve when it comes to the overall design of the island.
Afterwards we used real data of islands, which exist on our planet, to create our very first draft of our default Map. The result was this hand-drawn mockup:
green: Natural (forest and floor space)
brown: Hills / Cliffs / Mountain Regions
yellow: Shores and Sand
At the moment we are working on a detailed mock up of the map, which will be used as base for our mappers.
The map is planned to be 4km x 8km (13.123,4 feet x 26.264,7 feet) and, as said before, shall be expandable by the community.
At the moment we are planning on a main island with small villages and a capital located in a bay. The capital should contain a small airport and harbour. Each villages and cities will be connected via streets, which can vary in size. When planning those we are focusing on also making them usable for races.
The forest (green on the map) links two mountainous areas on the map and therefore is used as a valley. Besides modern elements we want to also include historic sites such as ruins, which would be the perfect base for survival or DayZ alike projects.
The smaller northern islands are planned to be smaller and should only include small villages, hills and nature. The city in the more southern island will include a small easteregg.
Once we are able to show you some first ingame impressions of our planned landscape we will publish them directly via Twitter, Instagram and our blog.
The capital shall be many used for roleplaying (e.g. RP, Cops & Robbers, Reallife) and will therefor be designed with that in mind. We will use our years of experience in various multiplayer projects to design it so it can be perfectly used that way.
For us it is important to include service buildings such as hospitals, fire stations, police stations and a town hall. We also plan on including other important sites such as theatres, cinemas or a stadium.
Besides that important infrastructure and a road layout, which can also be used for inner-city racing, we are planning on creating different districts with their own charme, such as an older-styled inner city, a banking district, a ghetto, a noble district, an art district and various types of industries.
Of Course we are also transparent about the cities development and will give you first peeks on it during its creation via Facebook, Instagram, Twitter & Co.
Other examples for gamemode inspireddesign
When looking at the city we have not only focues on rolepla, race and survival. When it comes to deathmatch we are working on making the terrain useable for proper playing rounds. Here we will mainly focus on details such as smaller alleys and backyards, which lead to complicated and interlaced areas. This should make a base for counter-strike based game modes or stuff like battle royale. Wide open areas such as plazas could be used as places for loot.
As said before: Technically it will be possible to place additional objects on the default map to give it your very own touch. This makes it possible for each server owner and community-developer to create individual experiences.
At the moment we are working on the landscape design itself. Once that is done and we have technically implemented it we will start working on the layout of flora, fauna and streets. Afterwards we will realise the needed building models via a boxing-out modell and implement them into the environment.
More about the meeting
Besides working hard on nanos World we also did a lot of teambuilding and also had quite a fun time. We went eating, partying and watched movies. Pictures say more than word’s so here we go:
We hope that we could give you a small insight into our project and that you enjoyed it. See you next time!
The year 2017 was a very special year for us. This year we have successfully released our first Steam App, namely Just Cause 3 Multiplayer, together with our partners at Square Enix. Since then we have reached over 170.000 downloads and have announced our very first game. Let's recap everything which has happened last year and afterwards let's look into the future: To make it clear, we are definitely not finished with what we're doing.
JC3:MP - Beta Release
After our "administrative issues" of the 20th December 2016 (about which we still can't talk, sorry pals) we were finally able to release our first Just Cause 3 Multiplayer beta on the 6th of January 2017. Despite initial performance issues we were initially able to maintain a high player- and download count, which resulted at the end of our Beta at around 160.000 unique downloads.
Overall we are happy about the success of the Beta: Thanks to the great amount of crash dumps, which we could gather with your help, we were able to polish the modification, improve performance by a lot and make it overall more stable. Also, thanks to the many suggestions we received from you, we were not only able to add a lot of new features but also learned a lot for future projects.
For us as the team behind nanos the 6th January was a really important day. It was one of the biggest milestones in our recent history, which we celebrated after a year of hard work.
nanos team party
After the first public beta and about a year of hard work we decided to celebrate together: More precisely, we did that between the 20th and 22nd January at our lead developers, Alex 'meow' Güttler, home in Norther Germany. This was the very first meeting of our whole team, which meant people from all around Europe (Wales, England, Austria and Germany) came together and met for the first time in reality. This weekend was of course not only used for partying, but also for planning our next steps and improving parts of our code base. It was also used for a bit of live-communication with the community. For me this was one of the highlights of the past year, because I could meet many of my team colleagues in private for the very first time - and of course also for the great memories of our launch party We are planning another meeting this March, hopefully again with all team members (including the many new ones).
Some impressions right from Alex's place:
This year Malte and me went to London for 3 times to visit our friends at Square Enix and the Just Cause team to talk about potential plans, discuss about problems and to socialize together. The visit of the Square Enix office and the meetings held there was really special for us as "beginners" in the gaming-business. We want to thank all of the great people there for their hospitality and certainly hope to see you guys again soon!
Despite product meetings, smaller live streams and gaming sessions, we were also enjoying some visits to restaurants and bars with our friends from Square Enix. We could also use our time in London to meet some of you guys from the community, namely YouTuber Superrebel and the creator of our Trailer, Mp3Charlie. Below you can find some impressions:
JC3:MP - Steam release
After about one and a half years of work something happened on the 20th July 2017: Square Enix made it possible to release our very first app on Steam, which was one of the biggest milestones on our way to make multiplayer development and development of the technologies behind them to our real job. After working on 4 different modifications within 6 years the Steam release of JC3:MP was THE highlight for us all in the year of 2017. This was a big step, which really meant a lot to us. Now, about 5 months later, we can already thank you for about 170.000 downloads over Steam. We were also able to get a lot of feedback from you guys to further improve our modification. Of course, we are not finished with the development of JC3:MP. We are aiming to treat you with great things in the year 2018 - starting with our 1.1 release, which will include the long awaited tethering.
Let's focus on what's coming up next: This November we gave you a sneak peak on our very own game -nanos world- which is a project we will continue to work on in 2018. Besides the nanos world developments blogs, which will start very soon, we will most likely release our very first version of the technology behind our projects: the nanos multiplayer framework. In addition to that we have already planned some community related events and ways on how the community can work together with us on what's coming next. So stay tuned.
To conclude: 2017 was a very great and exciting year for us, despite some ups and downs. We have achieved quite a lot and experienced many things, which is why I want to thank all of you for your support, for your criticism, your honest opinion and all the moments we shared together: You helped us to push Nanos forward, regardless whether you were a fanboy or a harsh critic. You kept us motivated to keep pursuing what we do. To sum it up: A big thank you to all of you. We hope we can share a lot of moments with you together next year.
We wish you and your families a wonderful Christmas, a great start into the new year and overall a lot of luck for 2018. Let's rock the next year, together!
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