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nanos world

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nanos world weekend #1

Dennis S.

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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:


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blue: Urban 

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”

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.

 

Implementation

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:

 

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We hope that we could give you a small insight into our project and that you enjoyed it. See you next time!


 



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