Humans are a dying species, killed out by years of greed and corruption of their very own leaders.
They have not only abolished their own planets, but hundreds of other planets in failed attempts of colonization.
The last humans are now scattered around the Universe.
They are dying.
The Known Space has been stripped of materials by the destructive species.
As a last breath, a small group of dedicated engineers striving to save the human race begin mass-producing self aware robotic machines. Their task is to explore the vast, unknown space, and bring back resources the humans lack.
You are one of these machines. You know the burden you carry.
But you also possess free will.
Will you save humanity?
In Platinos, you play as a self aware robot in a massive multiplayer Universe occupied by hundreds of other robots. Planets are procedurally generated, and solar systems are spread out in the huge Universe. Every planet is different.
Your task is to bring back rare resources to the humans, but it's not as simple as that. There are rogue robots, a side effect of free will. You might get attacked. You might get destroyed. Your spacecraft might crash into a huge, unknown planet and you are stranded there for months until you finally mine enough materials from the planet to repair your ship and take off to space again.
To the technical aspect, this game will have many mechanisms that I have always wanted to see in games. First of all being component-based damage. Quite simply, if you are shot in the eye, your vision will be impaired or lost, and you will have to activate echolocation as a low quality form of visibility until you can have your eye repaired. If you take damage to the engine area, it may stop functioning and you will be immobilised, generators disabled, slowly losing power, the equivalent of the human heart stopping. Another aspect will be internal freedom in spaceships. In many similar genre games such as EVE Online, you are constrained to the cockpit of your ship and a 3rd person view of the ship. In Platinos, if your ship is large enough, you will be able to freely walk around the ship as the autopilot takes care of piloting. I believe that this will create much more immersive gameplay - imagine that you are down in the engine room, doing some repairs as the ship glides through space, and suddenly you hear a loud BANG, and the ship shakes underneath your feet. A large klaxon suddenly sounds, the previously green lights attached to the walls turn a flashing red, and the computer announces this ship is under attach by a hostile. Abandoning your repairs, you dash back to the cockpit, slide out the weapon control panel and begin a counterattack.
That is the kind of gameplay I'd like.
Here is a summary of the features that I'd definitely like to add:
Platinos is still under heavy development and isn't ready for release yet, but there are ways you can help while it's being created, such as tracking the game, sharing the game on Facebook or Twitter or leaving a motivational comment!
- Josh Lee
I haven't really posted an update on either here or the development blog for a while after I said I'd be pausing development, so here we go.
In case people haven't already realized, I am new to game development, not to normal programming, but game development. Platinos has been worked on for a couple of months now and I tried to employ the best patterns I could but now it's become a bit of a mess.
The codebase, while functional, is messy and difficult to use, so I've decided to go ahead and rewrite Platinos from almost-scratch. I'll consider my design options a lot more now and try to implement well thought of patterns that have been here since the dawn of time. I'm hoping that in doing this I'll create a much more flexible and easier use system, and speed up development time a lot so I can get this game going! Platinos 2.0 because it's even released, haha.
In other news, I'm slowly adding information to the website but it isn't a serious worry right now. The game comes first :)
-- Jishaxe, primary developer and founder of Platinos.
Update on Platinos' whereabouts and some information
An update on Platinos's lighting and render engine - we're almost there!
A quick summary of where Platinos is in development and other info.
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