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By Throne

ATLAS: Present and Future

We have been at it since day one, that ugly and...well, let's just stick with ugly...launch. Even through the lag muck and server instability, you could read the stars and see the potential.  Right off the bat it was only for the tough, and we barreled through the glitchy log-ins, the shaky starter zones and the wretched "lawless" starting areas and found our way to the rafts.  Some were able to get to our island after 3-4 hours of learning how to tack, zig zag and fight through server borders and with a full stack of human hides, and then some were finally rescued after what seemed like days of being eaten alive by scorpions and crocodiles, only to quickly get used to dying to the cold, the wolves, the alpha horses, the water, the sharks and each other's general noob mistakes.
Yes, with the known developer, we did try to ARK it, or Dark and Light it...hell, we've even tried to Life is Feudal this one....and Atlas is just NOT those games.  Some visuals and sounds are there, but the depth and options and functionality is just SO much more.  What really took the game from just another ARK expansion to, the potential mmo of the decade, was getting out on our first schooner, the SS Skjoldr (video below).  The experience was entirely PvE, but when you have 13 people packed on to a single vessel and the guys repairing the ship are as vital as the helmsman steering and the deckhands manning the sails, it became something I haven't seen in a game since our friday night flights on the Decimator back in SWG.
We have had just a blast learning the game and surviving our island and our neighbors over the past couple weeks.  Though it may appear as if we are well off enough, growing from 30 actives day one, to more than double that now, we absolutely could use more folks interested in living the Atlas life.  Whether you are interested in navigating the high seas, captaining a brigand, farming the tundra, mucking through politics, taming elephants or exploring the massive (30-40 hours of sailing from one end to the other) world, it is all here and we have many members willing to help you get started.
Here is a few screencaps and videos to give you an idea of what we have been up to:
 
 




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By Throne

ATLAS

From the sister studio of Wildcard, makers of ARK: Survival Evolved...
ATLAS: The ultimate survival MMO of unprecedented scale with 40,000+ simultaneous players in the same world. Join an endless adventure of piracy & sailing, exploration & combat, roleplaying & progression, settlement & civilization-building, in one of the largest game worlds ever! Explore, Build, Conquer!
https://store.steampowered.com/app/834910/ATLAS/
Early access, Thursday, December 13th  (Update:  delayed release to December 19th) [Update 2: delayed release delayed to December 21st]
Chapter group: 
Discord:  https://discord.gg/v74dSHQ
 
 

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By Throne

Xalt defeats Elric for 2018 Fantasy Football Crown

Xalt's Zappers smirk at expectations, knock off Elric's Arksters in 171.07-127.47 rout

Both teams exceeded their projected point totals, but it was Xalt's Zappers who got the victory, cruising to a 171.07-127.47 win over Elric's Arksters. Elric's Arksters earned a 3.86-point lead on Saturday behind Joey Bosa (2.18 points) and Mike Williams (1.68), but Xalt's Zappers held the lead the rest of the way. They were led by Matt Ryan (25.46 points) and Damien Williams (22.53). Ben Roethlisberger (42.22 points) and T.Y. Hilton (19.4) led the charge for Elric's Arksters in the loss. This marks the second time this season Xalt's Zappers have beaten Elric's Arksters, after winning 118.28-117.7 in their last matchup. Xalt's Zappers end the season at 12-4, while Elric's Arksters finish the campaign at 9-7.
 
Matchup Highlights

Sunday Early    There were players with standout moments on both teams early Sunday, after which Xalt's Zappers owned a 125.41-53.13 lead. Matt Ryan had a 75-yard touchdown pass and a 44-yard touchdown pass for Xalt's Zappers, while David Njoku had a 66-yard catch. T.Y. Hilton made the highlight reel for Elric's Arksters with a 55-yard catch.

Sunday Late    Both teams had players with big-time moments on Sunday afternoon, but it was Xalt's Zappers who took the lead, 148.54-96.80. For Xalt's Zappers, Robert Woods had a 39-yard touchdown catch. Ben Roethlisberger made the highlight reel for Elric's Arksters with a 20-yard touchdown pass and a 49-yard pass.

Sunday Night    Harrison Butker had a 54-yard field goal for Elric's Arksters, who trailed 171.07-118.27 after Sunday Night Football.
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By Throne

Kenshi 1.0 Released

It is generally a rarity that finds a single player game a feature of CotP articles, however, over recent months this game has entered my personal top five games of all-time and has passed my hourly steam totals for Mount & Blade, Fallout 4 and Skyrim in the process.  What the....yeah, I know.
So many titles over the years have claimed that it allows its players to "win" the game "their way" in an "open sandbox" environment.  Well, we cannot get the time back that we spent realizing that those developers were still significantly limited in the scope of what any individual's personal definition of in-game "freedom" actually means.  For me, M&B and SWG came close.  Unfortunately, both those games (or their EMU reboot) are either approaching or have surpassed the ten year mark of their seemingly eternal impending latest release. Enter Kenshi.
Freedom is a fun word in Kenshi...yes, you have the freedom to stay solo, group up with a squad, make a vegetable farm, join a faction, enslave a faction, slay the champion, be the richest hermit, recruit an army of robots or build the great city....blah blah, boring.  Now, the freedom to fail in the most unique form possible...that is the true gem in this game.  I will give you just the one example:
My squad is epic, I will tame the badlands and establish a civilized trading outpost...plan = awesome.  Headed for the abandoned fishing outpost.  Acid rain, not fun...put up tent, survived.  Reached fishing village, it is not a fishing village.  Really freaky "skin" people pour out of all the village buildings.  We put up a good fight but were overwhelmed.  One by one, my squad members were....stolen.  Knocked out, picked up and taken to some of the village huts.  What is going on here?  Then the screams.  Agonizing screams from my captured squad members.  No idea.  I am the last one to go down.  KO'd, picked up, taken to a nearby hut....
I died from blood loss.....after I was put into a grinder that peeled my skin off.
https://store.steampowered.com/app/233860/Kenshi/
 
WHAT IS KENSHI?
Kenshi is a single player sandbox PC game set in a vast and atmospheric ‘Sword-Punk’ style open world. With a mix of RPG elements, squad-based control and city-building features, gameplay is completely free-roaming and open: enjoy the freedom and potential to do whatever you want.
Set in an unrelenting world of bloodthirsty cannibals, starving bandits, brutal slavers and wild beasts, survival alone is a grueling struggle… You are not the chosen one. You’re not great and powerful. You don’t have more ‘hitpoints’ than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Character Customization 
Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!
Squad-Based Control
Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles
Build Your Base
Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods
Wounds Affect Gameplay
Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and replace lost limbs with robotic prosthetics
Open-ended Gameplay
An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving
Train hard
There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive
Survive
Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive
Start A Faction
Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad
 
https://lofigames.com/road-map/
 


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By Throne

Drayvn ARK cluster updated with Extinction

The ARK: Extinction map has been added to Drayvn's Server Cluster.
The Goal:
Link multiple maps on one server so that players can truly enjoy everything the game offers. You can live on the Island and still explore the dungeons on Extinction while using the dragon you got from scorched and the spelunking tools you got from Aberration.
Note: This is a private server cluster created by Drayvn and is open to COTP members who are able to conduct themselves in a mature manner.  
Note II:  These servers are not modded in order to provide some difficulty to those who can handle it.
Maps currently in cluster:
The Island Scorched Earth Aberration Extinction Server Names:
Pheah Islands Pheah Scorched Pheah Aberration Pheah Extinction Forum Group Link: 
 
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  • Enjoy your summer everyone!

Meander

game I've been working on: Phoenix Run

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thanx Irok, also if anyone wants to donate some models, I could sure use them. Ogre uses Ogre meshes, but there is an exporter for blender that I haven't quite figured out yet too. I just figured out what i was doing wrong on the transformations. All is well in space now. I also have a solution to the model issue for now. It was hard to find free models in mesh format, but i found a program that converts 3ds to mesh (albeit without animation), so I now have a plethora of freely available models to play with, including the Corellian Corvette below.

 

phoenixrun4.jpg

Edited by Meander

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I have "it" pulling back data now from my server to load every scene (well, i still have only 1 scene). It is also updating the position of the player constantly. Once I put in some simple login capability, it will be multi person. Although all you can do is fly around with some pretty crappy controls. One thing at a time.

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Wow, this all looks pretty amazing! Seeing stuff like this makes me wish I had pursued programming. I was pretty good back in the old days of BASIC, slacked off on Visual BASIC, and then was completely out of touch when everybody starting using the C series, and it's been that way ever since unfortunately. Shame on me for not pursuing a dream; but then everybody back then said you don't pursue dreams, you should only pursue reality (i.e., a "normal" job) because reality was all I was gonna get. I'm glad to see you are not letting that happen to you.

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:drinks: Looks great thus far! Edited by Elric

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well, thanks for the kind words. I'm not an artist, I am mostly focused on functionality right now. This is a pic of the jumpgate... I don't like it, but it will have to do for now.

 

phoenixrun6.jpg

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Here is a pic of the cloud effect for planets I added. It's a little low rez, sorry. Still, it looks better than the ones with no atmosphere effect at all.

 

phoenixrun8.jpg

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Latest Shot, this is Mars with a Capitol ship targeted, actually its a freighter :) so don't run! The center hud elements are kind of small, but this engine has issues with transparencies with it's basic overlays, so they're good enough for now. I kinda like them :) The line to the left of center is the speed indicator. I'm currently stopped.

 

phoenixrun9.jpg

 

Here are the current controls, for those you you who have agreed to help me test in the upcoming weeks.

 

1 = speed target at 20%.

2 = speed target at 40%.

3 = speed target at 60%.

4 = speed target at 80%.

5 = speed target at 100%.

6 = speed target at 0%.

0 = speed target at 0%.

 

W = speed up.

S = speed down.

A = roll left.

D = roll right.

 

Mouse for pitch and yaw.

 

<ENTER> = chat mode.

> = next target.

< = previous target.

 

up arrow = targeted ship pitch down.

left arrow = targeted ship turn left.

right arrow = targeted ship turn right.

down arrow = targeted ship forward.

 

There is still no combat system. I will do that probably close to last. I want to get travel , including planet surface, stations and capitol ship working, as well as controlling capitol ship first. Not to mention crafting and the skill trees set up.

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Looks good :D

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I've taken a long enough break, I'm gonna get back to it, I've been dreading building the server, but I guess I should do it right.

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I've taken a long enough break, I'm gonna get back to it, I've been dreading building the server, but I guess I should do it right.

 

:drinks: Keep us updated man, especially in terms of any testable clients down the road.

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phoenixrun12.jpg

 

Here is an image of the gas Refinery in orbit around Mars. I am also working on a system for others to create an ID. Then I'll fix some of the multi player bugs i have. Then I'll make an istaller / updater. Warning though, it's all very alpha and there is really nothing to do yet. No guns, no sound... just space flight. But I'm only one guy :)

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Most of the work I'm been doing on this game the last few months is not anything I can show you. It is mostly server side code. I have been converting my slow PHP game server made for convenience to a more robust C game server. Here though are a couple recent screen shots:

 

04192012i1.jpg

 

04192012i3.jpg

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about time you got off your lazy butt and posted more stuff. :laugh1:

 

 

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I've done some work to improve the targeting system. I've gone to red brackets. Also I did some code cleanup. I will be tracking the details of what I am currently working on at the site I built for the game here: Phoenix Run Dev Forum. I will still make periodic updates to this thread too though, for those in the guild curious about my progress. PAX really got me fired up to get this done.

 

04232012NewTargetSystem.jpg

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ok, heres my first ground image. I found a way to take a planet texture, and convert it to 4 ground textures and height maps. I then set a plane for the water level and viola :) instant planet surface. Also you can circumnavigate along the equator of a planet. Or at least you will be able to. The planet loads when you get in close to the planet automatically. You can then fly to the surface. You can't get out yet though, but I'm working on it. Here is a picture of it:

 

groundimage.jpg

 

and

 

groundimage2.jpg

Edited by Meander

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I've been re working the code to load new scenes generically, no matter what the new scene's type. I have an issue where I'm getting errors when I load a second terrain in. I think I'm not clearing the previous terrain properly when I load the new one and getting memory issues.

 

Also I think I'm gonna use Mono (C# on Linux) for the server. It means another server rewrite, but I'm up for it :)

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here is a few of my models

 

newbit6.jpgpicker1.pngsteve_ship_02.jpg

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Just wanted to post an update. I've been very addicted to writing this lately. I've rewritten the data and game server in C# for linux (mono). And I can get things done on the server side a lot faster now. I'm loosing a touch of speed from C, but the ease of use is really making it fast to prototype. I also re-arraigned the game assets and the way a lot works under the hood. I also am creating a number of template worlds for fast creation of a universe. For those who don't know, the idea is an mmofps style space shooter sandbox that you can win. It then would reset. Overall the game is running fairly stable. Still no guns, and I've got a long way to go, but things are really moving. C# has helped a lot, it was certainly the right choice to move to that language. I hope to have a playable alpha by the fall.

 

Oh and Chebar, I am making the insides of the capitol ships separate from the ship itself. It will still communicate with the space zone it's in, but I didn't want to try to model the interior you were walking around in, as it's flying all over the place. I also didn't want a separate zone for it, so my compromise is a separate zone that has a communication link to whats happening around it.

Edited by Meander

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Worked on the chat server and functionality today, and got /emote working, as well as different colors for different types of chat. Also worked on a launcher for the game. I'm gonna release a client soon for a couple folks who are working on the graphics and have helped with the code. Once you can shoot someone else I'l release for the guild to mess with while I'm developing.

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I have a very alpha updater / installer & game client. I'd like to post the details, but only for CotP members. IS it ok to make a Forum in the Games > MMORPG forum called Phoenix Run that is visible only to CotP members? Grim.. Damis.. Throne :)

 

pretty please :)

 

phoenixrun13.jpg

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Wish granted.

 

Currently, only CotP members can view the 'Phoenix Run' forum. We can set it up any way that you want. You could have a public and private section; or a Private and Password protected section; or you could make the whole forum section password protected or create a group of Phoenix Run Testers.

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Well, I was gonna use this topic as the public front, so I guess if we could make phoenix run public, and then have a private subforum for guildies only called, Testing, that would be good. Sorry to create more work :( I'm excited though! it'll be a let down for youz guys, since its so alpha. I'll try to get some simple combat in soon.

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