Hello and welcome. I’m Laurence Grant, and I’ll do my best to post relevant material pertaining to Indie Game Development. At 3DMUVE we're passionate about gaming and indie game development. We're mostly focused in multi-player space combat and exploration, but we don't want to be like everyone else. We attempt to do things the rest of the industry isn't doing and push the limits of an interactive gaming experience. I have nearly 30 years of professional IT experience. I’ve worked at VMware, Oracle and EMC to name a few and I’m currently an Enterprise Cloud Architect at EMC Corporation and a certified VCP, and ITIL engineer. I’ve built a great career as a technology architect, but never lost the passion I get for creating games. I know I have a lot to learn, and I’m always pushing myself to stay abreast of the latest updates in gaming technology. I’m a husband and father to 3 amazing young adults.

Comment History
3dmuve Dec 27 2013, 5:14pm says:

Sure, but for what its worth I've been working on this for years and no one is knocking down my door. Its changed platforms from home built on DirectX to home built on XNA to using the Unity3D engine, but has still been in development in one shape or another for a long time. If there are other Pulsars out when I release mine I guess we'll have to deal with it then.

+1 vote   news: Pulsar - HUD Updated with live monitors
3dmuve Jul 3 2013, 9:03am replied:

hah, well I don't know if that's a good thing or bad, but I do plan on redesigning the HUD once I have a real artist join me. I'm looking if you know anyone :-) For now things are placeholders, and the text in the upper left and right corners wont be there.

As for looking like Decent that was a first person pseudo space combat shooter so yes there's a similarity. I'm outdoors in space, not inside a bunch of cavernous hallways of a ship. However, I think the biggest difference of what makes Pulsar unique and special even by todays standards is the gameplay. I'll do my best as a single indie developer with the graphics, but the team oriented, multi-player constructs I think are what set Pulsar aside and hopefully everyone will agree it'll be a really fun game to play with a group of friends.

Thanks for the comment

+1 vote   news: Pulsar Demolition - Like you've never seen before
3dmuve Jun 19 2013, 9:56am says:

I'm really embarrassed, and I want to apologize to everyone. It was brought to my attention that I was using some copyrighted material from another space combat game which is completely inappropriate. My son created the cockpit portion of the HUD which is seen in most of my screen shots, and I didn't know the 3 monitors at the bottom of the cockpit were taken from a screen shot he found on line of this other space sim. I'm in the process of removing any screen shots I've uploaded and will do my best to replace them soon. It was never my intent to use those pictures as they were just concept. Eventually I would be filling them with my own content. As of now, I will replace the copyrighted material with something of my own creation that more closely resembles what I expect to provide in the first place. I apologize for any inconvenience and wrong doing.

+4 votes   game: Pulsar
3dmuve Jun 18 2013, 12:32pm says:

In this screen shot we're approaching an enemy base that is still protected by massive shield generators (capital ships) surrounding the base. You'll need to take out the capital ships to drop the shields before attacking the base, but be warned, each capital ship is heavily defended, and the opposing team will surely have their own fighters providing additional support and defense.

+2 votes   media: Shield Generators Protecting Base from enemy POV
3dmuve Mar 28 2013, 5:17pm replied:

It actually runs nicely in the browser using the Unity3D Web Client. I haven't decided for certain if I'll release it that way, but I might provide a mini version and/or alpha/beta access through the web client. stay tuned.

+2 votes   game: Pulsar
3dmuve Mar 11 2013, 12:18pm says:

Thank you for the recent comments. I just finished a 3rd person toggle so you can use the mouse wheel to zoom between 1st/3rd person. I also added ship explosions and 3D sound. I'm working on redoing how the jump engine works. The new technique will make it easier to ensure NPC's are correctly sync'd between players in different quadrants, and also make the jump itself a lot faster. I hope to make another video showing many of these things by the end of the week, and then make another video showing some combat after that. Please tell your friends and their friends and help me build a strong support following.


+2 votes   game: Pulsar
3dmuve Feb 27 2013, 6:14pm says:

Thanks for the support guys. Any help spreading the word is greatly appreciated. I'm looking for a formidable following to keep me honest, suggest what they'd like to see in such a game, tell me what they like and don't like about what they're hearing and seeing, and through the community make Pulsar the best darn Team Based Space Combat Game ever. Watch the latest video for a flavor of how development is progressing. I hope to upload more soon.

If people like this they'll love the sequel which has been in my mind since long before this title. A MMOPG unlike any that has ever been done. Pulsar is just a stepping stone to a much larger vision, and with Pulsar's success it'll help catapult the next chapter in a truly epic story and gameplay.

+2 votes   game: Pulsar
3dmuve Feb 11 2013, 1:22am says:

Thanks for your interest in my Unity3D Networking eBook.

The demo that I have you build through the eBook is an extremely simple single level. There is a ground to walk on, a large square in the center of the screen, and we create two player spawn points then two weapons spawn points. As players join they are randomly spawned at one of the two spots. Each player is carrying a spear and can throw it, or they can walk to one of the two weapon spawn points and pickup another weapon (an orb). I show and discuss several methods for instantiating, maintaining object sync between players, handling updates when a player walks or a weapon is thrown, cleaning up on collision, death, respawn, etc...

The demo we build isn't intended to be really usable as a game. It is intended to provide a solid foundation for networked concepts, and how to build your own networked game. I didn't want to over complicate the tutorial with a lot of non networking stuff, so I kept that part extremely basic so the reader can focus and grasp the networking concepts.

As listed, I've gotten terrific feedback from those who have purchased the eBook. I hope you learn a lot, I think you will.

Good luck.

+1 vote   tutorial: Unity3D Networking eBook by 3DMUVE
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Dec 27, 2013
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