Multispace - A New Take on the Cave-Multiplayer-Shooter Genre - Split Screen and Internet multiplay

kankikanki Posts: 62Member
Hi!

Here are a couple of screenshots and YouTube videos of a beta build (so not final quality) of our upcoming dogfight-multiplayer-space shooter game "Multispace". The basic mechanics are much like in good old Gravity Force 2, XPilot, Turboraketti II, Assault Wing, but we've put more emphasis on physics engine integration and usage. Multispace also has one special feature that will make the game unique inside its genre, but we'll announce that when the game goes live. 

Anyway, here's the main feature list:

* Destructible terrain
* Free to play!
* Realistic physics with PhysX
* 2-4 player local multiplayer on the same device: split screen - got four Ouya controllers? :)
* 2-8 player LAN / Internet play with match making

I'll post more videos and pictures here later with footage of some of the features and weapons not seen in these shots...

Cheers,
Ville / Kanki Bros

http://www.kankibros.com



YouTube Video 1: http://youtu.be/Q4LMxfNbh70
YouTube Video 2: http://youtu.be/6z_4jxVk1rU


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Comments

  • Killa_MaakiKilla_Maaki Posts: 504Member
    Looks great! Definitely will pick this up when it's released.
    You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
  • kankikanki Posts: 62Member
    Looks great! Definitely will pick this up when it's released.
    Haha, thanks! :) I hope you'll like it!
  • kankikanki Posts: 62Member
    Here are three screenshots from the settings screen. Before joining bigger fights it might be a good idea to turn down the quality settings a little bit, but not too much, LOL. :D I'm not sure how much I have time to optimize the game before launch, but I can always update the game later... :) Again, not final quality, and I've already changed the LOWEST setting a little bit after taking these screenshots.

    A note to the tech freaks: All terrain is rendered using bumped specular shaders when GFX is set to HIGH/BEST. On MEDIUM and below the game reverts to diffuse...

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  • Killa_MaakiKilla_Maaki Posts: 504Member
    Are you using NGUI? May want to turn off mipmapping, looks a bit odd when the GUI becomes blurry when turning down settings.
    You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
  • kankikanki Posts: 62Member
    edited March 2013
    Yup, we are using NGUI. LOWEST setting is actually shrinking globally all textures so I doubt touching the mipmap setting would help. But that's settings LOW and LOWEST that do this kind of trickery, and Ouya is more than capable of running the game on MEDIUM setting.
    Post edited by kanki on
  • Killa_MaakiKilla_Maaki Posts: 504Member
    kanki said:
    Yup, we are using NGUI. LOWEST setting is actually shrinking globally all textures so I doubt touching the mipmap setting would help. But that's settings LOW and LOWEST that do this kind of trickery, and Ouya is more than capable of running the game on MEDIUM setting.
    AFAIK quality settings actually work by setting a kind of maximum mip-map level (if you are using the built-in Unity Quality Manager). I had this issue in the past as well (blurry UI), and turning off mipmapping for the atlas texture solved it.
    You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
  • AyrikAyrik Posts: 429Member
    @Killa_Maaki is correct. Done it many times. Your project looks pretty good, looking forward to seeing more.
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  • kankikanki Posts: 62Member
    Ayrik said:
    @Killa_Maaki is correct. Done it many times. Your project looks pretty good, looking forward to seeing more.
    Ok guys, I'll believe you. :) The problem with turning off mipmapping for the font is that I'll need to generate another atlas for smaller texts, but I'll hmm add this to my TODO-list.

    Anyway, if you have Ouya, you really have no need to go to LOWEST/LOW -settings in this game. Those quality settings are reserved for lowend machines that have small screens, and if your screen is like 320x480 the textures on LOWEST will look as good as on BEST settings, minus all the bumped specular stuff on in-game objects. :)
  • XxTIMOxXXxTIMOxX Posts: 136Member
    why have a quality setting change for the ouya in the first place? You should be able to code for best performance on this device, which is the point of having a single hardware device, then maybe put in your settings code if you plan on pushing it to other devices? I would think most people programming for a console wouldn't have a graphics settings option at all. Or as far as the games I've seen go anyway :)
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  • AyrikAyrik Posts: 429Member
    I was going to say the same thing, and thought I did earlier today. Oh well! I also recommend removing the quality setting option. Even next year, when the OUYA 2 is released, you'll be able to detect the model number and adjust automagically with no need for the setting!
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  • Aiursrage2kAiursrage2k Posts: 58Member
    Well what if you want it to run at a silky smooth framerate of 60FPS but I want to make sure it looks amazing and dont care about the framerate.
  • imaginaryhumanimaginaryhuman Posts: 55Member
    As much as it makes sense to target a single piece of hardware and push it to its consistent limit and not beyond, we all know that many people will over-tax the hardware and suffer a lower frame rate in return for increased graphics quality, just like they do on other consoles, in which scenario a performance tweak option becomes useful.
  • kankikanki Posts: 62Member

    Imaginaryhuman is right. And we don't have the resources to test this game so much that we could say with confidence that we've seen the (90%+) worst case happening, thus it's better let the player decide if he wants 60fps all the time, or 45fps sometimes but with better graphics. No worst case available = difficult to optimize for it... Not to forget that Tegra 3's GPU isn't the fastest one around, and those bumped-specular-emitter -shaders eat quite a lot of GPU time. Also the biggest feature in Multispace I'm still keeping secret will speak for the quality settings screen. :) But more about that later...

  • kankikanki Posts: 62Member
    More screenshots! :)

    Falling rocks can also cover the bases in addition to inflicting hit damage. And in this level some paths are blocked by sand, but fortunately you can dig through the sand walls...

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  • imaginaryhumanimaginaryhuman Posts: 55Member
    I don't quite get your user interface, your blue button thing... seems like a touch interface because each looks like a button. I can't figure out just by looking at it and not playing it what they mean or do.?
  • kankikanki Posts: 62Member
    I don't quite get your user interface, your blue button thing... seems like a touch interface because each looks like a button. I can't figure out just by looking at it and not playing it what they mean or do.?
    That's true, they are touch interface buttons for touch-device versions of the game. But there's an option to hide them in the game, and on Ouya it'll default to buttons-hidden mode. When you are landed on a base, the buttons show up so you can see graphically the bindings we've done to Ouya controller's buttons. We are actually doing adding those small Ouya controller button icons to the GUI as I write this reply. :)
  • kankikanki Posts: 62Member
    Here are two new screenshots of me solo flying in some new levels. The game is almost complete... :)

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  • invicticideinvicticide Posts: 17Member
    Is that water flowing in real-time or am I just reading that screenshot wrong?
  • lukevplukevp Posts: 8Member
    edited March 2013
    looks great! exciting!  it's nice to see so many games making a lot of progress before the kickstarter consoles even come out! (I'm a developer but not targeting anything for launch so I just bought a regular launch console.)
    Post edited by lukevp on
  • AndreacomposerAndreacomposer Posts: 67Member
    yhea it's very nice!!
    if you are looking for a composer, please contact me, listen my soundtrack on my web site
    Topic on OUYA with my works, please look my works!
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  • kankikanki Posts: 62Member
    Is that water flowing in real-time or am I just reading that screenshot wrong?
    Haha, sorry, it's static. :) It might turn into dynamic in some future update, but we've had our hands full of work with other issues so far...
  • kankikanki Posts: 62Member
    lukevp said:
    looks great! exciting!  it's nice to see so many games making a lot of progress before the kickstarter consoles even come out! (I'm a developer but not targeting anything for launch so I just bought a regular launch console.)

    Thanks! We've used Unity to make Multispace, so it's a bit buggy and incomplete at the moment as Ouya's Unity support isn't yet complete and finished. The game has some controller issues, and currently the In-App Store is disabled.

    We've submitted and published a demo version of Multispace, though, in Ouya Store, but we'll post updates to it, and hopefully make it complete, after Ouya guys get their Unity libraries working. :) The game works 100% on iOS and Google Play, so with Ouya, we are practically just waiting...
  • kankikanki Posts: 62Member
    Oh yeah, I forgot to mention that Multispace has built-in editor, and a random cave generator. :)

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  • kankikanki Posts: 62Member
    If you want to try out the game on other Android devices, now it's possible as the game just hit Google Play:


    Hopefully we'll have the full game running on Ouya! Playing the game with Ouya's controllers is miles ahead of touch devices...
  • kankikanki Posts: 62Member
    Here's a brand new video we recorded earlier today, showing in-game gameplay of Multispace:

  • kankikanki Posts: 62Member
    edited April 2013
    Hi guys!

    I just submitted an update to Multispace, to Ouya folks. Here are some of the things that have changed since v1.0.1. We also enabled the In App store in Multispace, so it's now the full game. Enjoy! :)

    * Added V-Sync to settings 
    * Added Vertical Split to 2 Player Local Match 
    * Added a new physics object to editor (and Alien World 1): mine 
    * Added Generate button to level editor - it opens level generator settings window, and can be used to generate a new level inside the editor, as a starting point 
    * Added level generator settings window to Host-A-Game screen 
    * Added chat window to results screen 
    * Improved waiting screen 
    * Added filter options window to Internet play 
    * Added gun and rocket turrets 
    * Added "Practice Course" level for solo training 
    * Added decoration objects to editor and some levels 
    * Barrels and gas tanks have now better colliders
    * ... and a bunch of bug fixes here and there


    PS. We'll keep on updating the game, and hopefully the remaining issues (mostly with Ouya's Unity plugin) will be solved soon. Feel free to send us your feedback. :)
    Post edited by kanki on
  • kankikanki Posts: 62Member
    Ladies and Gentlemen, version 1.0.5 is live in the Ouya store! :)
  • kankikanki Posts: 62Member
    A quick note:

    I'll submit an update to Multispace tomorrow, when I have all working and tested. Along with the usual tweaks come UFOs - flying opponents for those boring moments when no human players are available for a game. This will be v1.0.6. Oh yes, and an unlockable new ship. More details when I've submitted the update.

    In v1.0.7 or v1.0.8 will come AI controlled rocketships, so in the near future solo players will also get something to do.
  • kankikanki Posts: 62Member
    I just submitted v1.0.6 to Ouya. Here's what's inside:

    * Added flying AI-enemies: UFOs to some levels, editor, and level generator.
    * Added spawnpoints for UFOs.
    * Added a fourth, unlockable rocketship.
    * Added a feedback window that you can use to request features.
    * Radar markers are now drawn on top of everything, and show the distance in meters.
    * Rocketships now rotate when they thrust
    * Plenty of GUI tweaks, enhancements, and bug fixes.
  • kankikanki Posts: 62Member
    Version 1.0.6 is live in the Ouya store! Have fun! :) And if you don't, feel free to use the feedback window in the title screen to send us your thoughts.
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