What’s poppin’, your favorite administrative issues are back yet again with another nanos world blog!
Contrary to the announcement in our last blog, this spontaneous blog is about the current status of our prototype “Armstrong”, because we made a huge progress in our development. We also would like to introduce another team member: Quentin @myami Freire.
Armstrong - current progress
We are still heavily working on our landscape. At the moment we are focused on finding the best technique and textures for our landscape.
We worked on procedural landscape materials as well as on composing our materials. As you might know Unreal Engine is quite complex when it comes to landscape materials. We want to find a way which enables us to blend materials in the best looking way. As a first step we have already worked on our World Creator model to get a first impression and we have already composed some textures and materials:
Furthermore, we have already structured the map into some areas.
The current naming follows a simple principle:
The first letter mostly represents the description of the area (f.e. c = city, e = east, w = west, m = mountain). The name itself is only the naming of the NATO-alphabet corresponding to the first letter.
If you have any ideas (f.e. names), don’t hesitate to write us! We are open for every suggestion!
Quentin and nanos world’s Gameplay
Now it is time to introduce you to another nanos world project member:
Let us introduce you to Quentin aka. Myami! Quentin is 21 years old and from France. After passing his degree in cartography, he will start studying video game programming in Canada in the next fall - so if you are from Canada and have some tips, don’t hesitate to write him!
Since our beta stage in JC3MP Quentin is an active participant of our beta and testing group. He developed great game modes for JC3MP and some months ago he joined our journey of nanos world.
Quentin is primarily responsible for gameplay development. At the moment, we’re focusing on the actors gameplay or - in other words - players.
We are going to create a detailed moving system. You will be able to climb in different ways, to jump over objects, to move in various ways and to interact with other players. The system will acknowledge ingame objects even if you created them yourself and shall be intuitively to use.
Of course, you will be able to check and control these actions with our scripting system.
You’ve already been able to see some pictures on our social media channels:
Sadly, sometimes something goes wrong:
But we were able to fix it:
As soon as we finish our first movement system, Justus - our lead dev for nanos world - will synchronize the actors and integrate more parts of the nanos::framework.
Finally, our next blog will be not only about the city, but also about him: Justus.
Stay tuned and don’t forget to visit our social media channels for the latest news!
Waddup, your administrative issues are back again with yet another nanos world related blog entry. WHOO!
This blog is primarily about the progress we made on our default map “Armstrong”. We experimented with Armstrong and world creation. Finally, we became world creators. Secondly, we want to talk about our latest team member: Let’s begin!
A new Kiwi for nanos
May we introduce Kieran, aka. Protato aka. EonZenex ( @Legion_Zenex). Kieran is from New Zealand; Thus, he is our new nanos Kiwi, beside our moderator Jeff, better known as “Jeef”. He joined our team two weeks ago. He helped us a lot creating Armstrong with his magical terraforming skills. We welcome him to our team and are thankful for the progress, which wouldn’t be made without him.
Progress on Armstrong - That’s one small step for mankind, one giant leap for us
During the previous week we experimented a lot with Unreal Engine and the world creation, and we are happy to announce that we have finally created our first map. Eventually Christoph and Justus, but at first Eddy, worked a lot on the creation of our landscape. However, it was none other than our spot light team member Kieran, who created the world you can see in these pictures:
Terraforming is fun, but also challenging.
Just to remind you and anyone who doesn’t follow us on twitter yet: We started from scratch, with the picture our producer Malte drew during our nanos world team meeting on an iPad:
With this picture we started with the creation of height maps. For those who don’t know what height maps are: You can think of them as terraforming blue prints.
It was especially Eddy taking the first steps. Our first terraforming blue prints were used to explore the power of Unreal Engine and to set up the first work flow (for those who understand terraforming: we set up all necessary options in Unreal Engine, imported the height maps, worked on the landscape materials, and set everything up for sub-levels). Finally, we created all necessary git repositories for our team.
Even though we were happy with the first results, we knew they were not good enough. To put it in other words: we needed more terraforming power.
Therefore, we decided to use a piece of software called ‘world creator’, which is our terraforming software (https://www.world-creator.com).
Then it was time for our spot light team member Kieran: he understands how to form worlds and how to use ‘world creator’. Inspired by real world locations from Hawaii and China it was he who created our final Armstrong map:
The coming week, we will create some more details and finally we aim to import the final version in Unreal Engine.
We also work on the material for our landscape, especially Eddy and Kieran work together on this task. Therefore, we are going to collect real world pictures as a basis for our decision, which textures we want to use for it.
Nevertheless, we already tested some standard textures in world creator to get some first impressions how the map could look like. Of course, we don’t want to exclude you from the results of this first test:
The next blog #5 is going to be about the cities, which will be located at the coast region, the small easter egg on the small island and about the cliff and mountain region.
So, that’s it for now. Stay tuned and don’t miss the latest news, which you will find first of all on our social media channels!
Heyho from your administrative issues and welcome back to another #helloworld blog!
Today, we will again explain the idea behind nanos world, we will tell you about the current state of our prototype and introduce you to a new team member you might not know yet!
How does nanos world differ from other sandbox games?
After our announcement we received several questions regarding our idea: What is the difference between existing multiplayer modifications and nanos world? How does nanos world differ from other sandbox games?
These are justified questions.
Let's start with the answer to both of those questions:
Existing multiplayer modifications and also other sandbox games are predominantly built upon an already existing game or an engine which was not meant to be a sandbox game. In nanos world we don’t build a modification upon a game, we build a game upon our multiplayer technology. It is much easier to script a game like a web page within a proven framework than building upon a new and adopted system.
In our development we don’t have to reverse engineer any game functions, which were primarily developed with focus on single player, and we are not restricted by an engine or game we don’t know in detail. If we or also you want to extend the engine or enable functions, which are included in the engine, we can easily access these functions and make them useful in nanos world for you! If you are bound to a game, enabling and establishing new functions is often a complex issue.
This is why we provide an easy way to realize your own game ideas. Scripting in Lua is easy to learn, there are many available tutorials and it is a proven scripting language for our purpose. Considering the fact that a lot of other multiplayer projects and games use Lua, there are many creative and talented scripters out there you can team up with. We aim to have a community where everyone feels at home and where scripters and players, independent of their knowledge, are welcome, can discuss with other people and improve their skills.
We also received many questions about the current state of our prototype. As you might know our prototype is built upon nanos framework which contains all of our multiplayer power. Currently, we are linking the framework to Unreal Engine 4. The largest segment of the work on the package system is almost complete and we are now focusing on getting our network library ready for synchronizing basic movement of characters.
Robert - the nanos newbie
Finally, we want to introduce you to one of our new team members working on nanos world and related (still not announced) projects: Robert.
Robert “MegaThorx” Bitschnau is 21 years old and works as an IT-technician most of his time. He does a lot of IT related stuff in his freetime aswell; next to his position at nanos and nanos world, he’s developing the german “eXo roleplay” gamemode for the GTA San Andreas modification “MTA”. He’s also currently building his very own 3D printer.
Robert is one of our web developers and is responsible for the nanos world project and all nanos world related project and managing pages.
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!
We are really excited to provide you with a platform containing all news and information about our latest multiplayer project. At first, go and check out our first nanosWorld project presentation and learn more about nanosWorld:
During the next weeks, months and years we will post information, not only about the development, but also about our ideas, visions, concepts and team, on this blog.
Community involvement is an important factor that makes our project a unique, social and exciting venture. We will post more about our plans relating community involvement soon.
However, you can already contact us directly via discord (https://discord.gg/nanos) and also via mail:
Dennis, who is responsible for community and PR, is open to suggestions and community contact. So if you are interested in our project, don’t hesitate to contact him via mail (dennis.s[at]nanos.io).
If you have any specific questions about our production itself or any legal or business background, don’t hesitate to contact me via mail (malte.s[at]nanos.io).
Please keep in mind that we cannot answer questions about non-disclosed content. We promise to inform you soon about our plans and visions.
We are looking forward to welcome you to nanosWorld!
All the best
Dennis and Malte