EVE:WORLD is a free project that takes advantage of the Outerra engine's 1:1 scale to bring you a planetary invasion simulator set in the EVE universe. Asking CCP for permission was the first thing we did and we have full permission to use their assets. See the FAQ for details.Your fleet starts in space, close to Earth. Between you and the planet is the enemy fleet. You must strike at targets on Earth whilst being ever mindful of the environmental effects of gravity and atmospheric re-entry. Compensate your turrets as your artillery shells curve off-course the closer you get to Earth. Use smaller ships to make a controlled descent and attack targets directly. Beware, your capital ships were never designed to make planetfall. Even if their armour saves them from burning up you are then left with a 100,000 tonne brick travelling towards solid rock at Mach 5.
Finally, the engine update I have been waiting for has arrived. Rudimentary weapons can be implemented. I made a new video of the smallest and largest ones in EVE:WORLD and their effects on impact.
The Outerra engine's first iteration of weapons don't have full features yet. There's only one projectile type and no particle effects like muzzle flashes or smoke - something artillery based weapons will have a lot of. You can see the random inaccuracy added to the Autocannon's projectiles - calculated at +/-1.18 degrees - and the magnitude of difference between these frigate-sized weapons with the super-capital siege weaponry.
Beam lasers are already working and you can really feel the game elements coming together with the distinctiveness of each faction's weapon types helping to further differentiate them and give them a unique feel.
Today's update includes a wealth of images depicting the projectile size, explosion size, range, and angle-of-deflection for the weapons you will command...
The game engine was recently updated to allow illuminating particles and clouds. This update covers the results when they are applied to EVE:WORLD.
In this update I report the current status of the project and show some screens of a to-scale orbital elevator.
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Hi !
Much to say about this mod !
Awesome work and details, tracking !
Are you planning a demo or very alpha testing in further months ?
If you want testers for this baby, I'm in !
the graphics look dam awesomely beautifullll!
Hhahahaha xD
IF the invasion target is earth then it's not canon as EVE online takes place in the galaxy new eden hundreds of thousands if not millions of years after the collapse of the wormhole that connected the milky way and new eden but otherwise I am looking forward to this.
So I am assuming that somebody made it through the second gate. Am I correct?
I know, I plan to recut the Prophecy trailer into an intro that says the gate they constructed was a combined empire effort to make a second EVE gate. After the Amarr attack out of ideological reasons (no Earth until reclaiming here is finished) the fragile alliance between the other 3 falls apart and it's a free for all to get through the gate first as everyone in the immediate area was wiped out by the EMP pulse :).
what can i say... the graphic is much better than the original game :P
Well done on putting this much work into this man, if you change engine will you have to recreate all the ships again?
Not as such. Things like the texture masks, normal maps, ships with turrets modelled are all ready in a "raw" format. Every engine has a favoured format and unique method of combining all the assets into a working object. Once I work out how to get one ship in I can repeat it easily for all of them.