Twitch Game Dev Streaming Today @ 2pm EST

On Today’s Twitch Stream

Twitch IconWe’ll be streaming to #gamedev to Twitch.tv today at 2PM as the title suggests. The focus of today’s stream will be to finalize the terrain generation for Alpha 6. We’ll also put a little attention into the vehicle customization system as our game style changed a bit a few weeks ago to “desert wasteland” so vehicles need to change as well since we’re not building a rural town anymore. Fully customizable dune buggies anyone? You can find the stream at http://twitch.tv/imaekgames or by visiting our Livestream page. If you follow us on Twitch, let us know you came from the website/blog!

CubeZ World Machine Generated MapThis is a sample of the map of the CubeZ terrain. As always, the organic thing that is game development always dictates what sticks and what changes, but we’ll make sure the best things stick.

Steam Greenlight

CubeZ has already been an awesome success in our minds, but we are playing around with some really good ideas currently and are thinking about taking one of them to Steam Greenlight. This would in no way affect CubeZ but we think it could open extra doors and give us something to do in down-times, believe it or not there are down-times. Two hour long build times, brain farts, ADHD, or other convenient distractions.

 

Interested in working with us on CubeZ?

Check out our help page to see what kind of friends we’re looking for! We’re interested in building a solid team of good friends who want to all share in creating a responsible tech savvy game development company. If you are interested get a hold of us and we’ll do a Skype call with you and then take it from there. If you join our team you’ll also be invited to join us in Twitch streaming if you want to stream development. No applications, no demo reels, no hassle; we would like to meet you first then know what you’re all about. We have royalty, contract, and possibly other types of opportunities.

Steam Integration Progress

I’ve spent the last week working on getting Steam networking working in Cubez with some pretty great progress. Cubez Steam Overlay

I’ve ran into a number of issues with the Unreal Engine OnlineSubsystem classes being very under-documented (lots of largely empty pages clearly meant to be filled out), but I’m beginning to get through it. It seems like the feature set of the Steam networking implementation is very complete with simple setup for things like steam voice chat. This will open up possibilities like proximity based voice chat in game or maybe even a phone system to reach players on the other edge of the map.

On a related note, we are hoping to make the next release (Alpha 6) available for testing via Steam itself which would solve some distribution issues such as the need to install the C++ run time before playing. With any luck we are only a couple more days of digging through log files away from testing this out.

Alan Swartz

Development Update

We’ve finally figured out our build problems after a few grueling weeks of building and rebuilding, editor play crashes and terrain struggles. We may document the problems we were having to help others, but the good thing is that we’re back on track.

Sorry for the ads, but we’re currently on a $0 budget, so it may help us out if we can insert them in our blog posts.

We’ve decided to use World Machine for our terrain generation. I just picked up the Standard Version yesterday for $99; I highly recommend if you desire an excellent terrain to work from and skip weeks of unnatural terraforming by hand. You can also generate a splat map in WM as well, for simple texture placing to skip more weeks of terrain painting. A few simple nodes can get you very desirable results. There’s a free non-commercial demo available if you want to check it out. World Machine

Our character is going to go through a third redesign soon, I’ve just been searching for a suitable rig so we can retarget animation easily to it in Unreal Engine 4. I’m hoping to either use mocap animation or create our own with some of the new VR tech that’s come out recently. The reason being is that the character currently has baby proportions or even chimp-like proportions, which was funny at first but I want to go with better human proportions which I believe will give an even more enjoyable experience as well as easier to create assets for the character, and also needed for better animations.

Our game design doc for Alpha X [Steam release] is really looking great. We have vehicle customization, weapon customization, camps[friendly land plot grouping], energy generation by solar panels and storage with batteries, and a few other plans to really set CubeZ apart from other recent survival games.

And just to clear the water so there’s no confusion with anyone, we have been in development since DayZ was only a mod and also Greenlit before Unturned. Both games of which we love and have played and enjoyed. Some have compared our game to both, but we have a lot of mechanics that set CubeZ apart, the major ones being “destroy the brain to kill” and fully destructible characters. We’re gravitating away from hardcore survival as well and attempting to make it feel more arcade-like. A survival game that is fast paced

We also plan to start posting to this blog a lot more in the near future. A lot more involved dev blogging.

Thanks for reading and your support!

Mike