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  Factions & Reputation
Posted by: Boy132 - 01-13-2018, 08:14 PM - Forum: Design - Replies (7)

Hello,

in this post I want to give some ideas about the factions and a reputation system.
I guess there will be only Trikru and Skaikru at the beginning. So i will mainly focus on them.
[Image: FactionSelection.jpg](My Idea of a basic faction selection screen)
As you can see each faction gives you different skill bonuses and also different reputations to other factions. A reputation with a faction can go from -100 (enemys) over 0 (neutral) to +100 (friendly). With certain actions you can get and lose reputation. For example if you help the Skaikru as a Trikru member (like Lincoln did) you will lose reputation to Trikru but gain some to Skaikru. Also, if your reputation to your faction is too low you will be kicked out.


  Crafting
Posted by: Stephano - 01-13-2018, 09:21 AM - Forum: Design - Replies (6)

Hey everyone.

As we are making a survival game, crafting will be a big part of the game. Unlike traditional MMO's there is no big shops, blacksmiths or tailors. We might have small grounders markets and trader posts, but that is not what we are going to discuss here!

To start working on actual implementing crafting in-game, we need to have an idea of what players should be able to craft, and how crafting should work. Should some crafting require special tools? Does the player need to be at a workbench? What about skills? Can everyone craft a radio or just players who have some kind of tech skill?

A list of items that could be craft-able (If you think i missed something let me know)
- Bandages
- Splints (for broken legs)
- Clothes
- Armor
- Ammunition (bullets and arrows)
- Improvised tools (scrapmetal knife, axe from wood and stone and so on)
- Improvised weapons (scrapmetal knife, bow and so on)
- Radio's
- Low impact grenades (like the ones used in last episode of S1)
- Horse saddle(and other accessories)
- Improvised tent (for acid rain and acid fog)
- Poison
- Different food items
- Torch

There is probably way more.



//Stephano


  2017 in Review
Posted by: Stephano - 01-01-2018, 05:23 AM - Forum: News & Announcements - No Replies

Greetings Everyone, and happy New Years!

First of all, we would like to thank everyone following and helping out with creating 'Project Arkadia'. It's been great talking and discussing the project with you all on discord. As 2017 has drawn to a close, I would like to take a moment and look back at what we accomplished in the short part of 2017, that the project has existed.

A community project was born.
Darwin started the project on October 8. by posting a reddit thread on /r/the100 titled "Would people play the series". And yes they would! That thread has around 70 upvotes, and an updated thread posted a bit later has more than 100! Darwin got a discord up and running, asking total stranger to help build this crazy idea. On this day we have more than 40 people on our discord, more than 40 followers on twitter (not a lot I know, but its a great start) all passionate about making this project a reality. Most people have no idea, how to make video games, but a few does and together we have made some good progress in the few months we existed in 2017.

From mod to a standalone game.
We have had many discussions about this before we even started development. How can we make this a reality, and not have it take 10 years? Originally we settled on modding Arma 3. Looking at great community mods like 'Exile' or 'Epoch', we felt like Arma 3 would be the perfect fit for our project. Realistic graphics, large game worlds, military simulated weapons and so on. We got started, and worked in Arma for a couple of months, writing hundreds if not thousands lines of code (github). We picked out a map we wanted to build on, contacted the creators, got permission. Everything was going great! But, would we be happy about the final result? Arma has never seen the use of melee weapons before, but surely we could do what no other modder have done before. We calculated a player hardcap of 40 players, multiple servers its is. Tree climbing, Acid fog, Acid Rain, Bow and arrows, spear throwing and conclaves, persistence. The features just kept challenging Arma 3's modding capabilities.
[Image: DPAJHsNWAAI1nOc.jpg][Image: DO617WPXUAAVp5w.jpg]
[Image: unknown.png][Image: DO8daRAX0AAYwhO.jpg]
Arma 3, just wasn't going to cut it. So in december we made a hard decision. Scrap all work, and start from scratch. And that's exactly what we did.
A new decision was made, to use Unity to build everything up from scratch. This gives us the ability to build what we want, how we want it. There is close to no limits on what we can accomplish by going from scratch. This does mean that development will be slower and most likely take a bit longer.
But we are still working hard to get an Alpha version, with 2-3 clans out as fast as possible. It will contain a small part of the full map, and a set of some of the features that we want in the game. But it will give the community a way to provide better feedback on the project as a whole. Remember this project is 100% community made, which means all development is open to the public, nothing is behind closed doors (except for maybe the database passwords)

SpatialOS
The big dream for this project, is building a massive, and persistent open world that hundreds of people can explore at the same time on the same server. The final game will have multiple clans spread over a map of at least 1000km2. So we can't just have a server with only 40 players on it. We have looked at many solutions to this problem, and we have decided to go with a rather new and innovative networking solution called SpatialOS, which is made by Improbable. I won't go into the technical details. But SpatialOS has proven itself in other projects and released games, to be capable of servers with 1000's of players and country sized maps. It gives us the ability to have 100% world persistence. Meaning if you cut down a tree, it will never respawn (unless we wipe the whole server of course). You can take a look at how SpatialOS works here: https://improbable.io/games

What lies ahead of us in 2018.
Project Arkadia is a MMO-sized open world role-playing survival game. Something normally made by large companies with millions in funding. This doesn't mean we cant make the project a reality. But it will take time! After starting from scratch, we are still in early stages of getting backup and running, and we need all the help we can get. Lots of work lies ahead of us in 2018. There is 100's of 3D models that needs to be made, rigged and animated. The terrain and world needs to be sculpted, and populated with trees, bushes, rivers and so on. 100's of features and gameplay mechanics needs to be implemented, from simple things like walking, to advanced crafting, politics systems and survival mechanics. Everything needs to be networked, tested and polished. And as long as we got this great community cheering us on, it can and will be accomplished. 

Thanks everyone for a great 2017, and here is to an even better 2018!

[Image: DRFLx_BWsAcRbY2.jpg][Image: Map_WIP.png]
[Image: unknown.png][Image: latest.png]


  Getting started with Unity3D and SpatialOS
Posted by: Stephano - 12-30-2017, 11:53 AM - Forum: Getting Started - No Replies

Hi Everyone,

Whether you are new to working with Unity3D or have worked with the software before, working with SpatialOS for unity is a little bit different.

Okay, so you went and got the latest version of Unity from the Unity3D website. Great! Now go download it again... But this time get version 5.6.0
You can get older versions of unity from here: https://unity3d.com/get-unity/download/archive

Why are we using an old outdated version of Unity3D?

SpatialOS is still in beta, and hasn't been tested with all versions of the Unity software. While newer version may work, 5.6.0 is the last known fully stable and compatible version. Until we receive an official announcement from the SpatialOS developers, we will continue to use Unity 5.6.0

Sign up for SpatialOS.
To test out your work, you need to be signed up for a SpatialOS account. Don't worry this is totally free, and is a quick and easy process.
You can signup here: https://improbable.io/get-spatialos

Get the SpatialOS software setup on your machine.
Okay this is a bit tedious process, the guys over at improbable already have a guide on this so go here to get up and running: https://docs.improbable.io/reference/12..../setup/win

Get familiar with the process and SpatialOS SDK.
Improbable has some great documentation and a fun little example project, to get you up to speed on how to develop for SpatialOS.
You can check it out here: https://docs.improbable.io/reference/12....s/overview

Thats it! You are now all set to prototype and work on ideas, that can be implemented in Project Arkadia!
If you got any questions, don't hesitate to post them below.

//Stephano


  Base Character Model
Posted by: Stephano - 12-29-2017, 12:44 PM - Forum: 3D - No Replies

Hi Everyone.

To get started on making some nicer character models, and clothing items we need a base rig and rigged model.
While I'm no master in 3D, this is what I came up with using some different software.

All clothing and other apparel can be rigged to this rig, until we find a better solution.

 [Image: CY7BP2rwQuK-0K-VejLSLA.png]
Download Files Here: http://www.filedropper.com/malemodel


  [GUIDE] Terrain from satelite data
Posted by: Stephano - 12-27-2017, 01:39 AM - Forum: World - No Replies

Hi everyone!

So you want to help out with the terrain! Great!
As we want the world to be as close to the show as possible, we are building areas after filming locations.
This means we can get real-life satelite data and use it in Unity3D.
But how do we do that?

1. If you haven't already, install Unity3D.
New to unity? Check out this thread -> (coming soon)

2. Find the area you want to build
There is a lot of areas that needs to be build to make the world of the 100.
Everything is build 1:1, so you have plenty of creative space.
If you don't already know which area you want to work on, take a look at this thread
It includes all known filming locations that we are using in the game.

3. Getting the heightmap data.

  • So you know the area you want to work on. Take a note of the name of the place or the coordinate in google maps,
    and head over to terrain.party.
  • In terrain.party search for your place of choice.
  • Once you found it, you will need to set the heightmap radius, the control can be found in the right side and is "18km" by default.
    I recommend starting out with a smaller area, as 18km will give you are map of 18*18=324km2 (which is pretty much bigger than Dayz)
  • Once you got your are marked, press the save/download button and a .zip compressed folder will be downloaded to your computer.
  • uncompress the file and find the image with "merged" in the name.
4. Getting it into Unity
  • The heightmap image is by default 1081x1081px, but Unity uses 1024x1024px for heightmaps so we need to rescale it.
    You can do this in your favorite image editor (Photoshop, Gimp, Paint.net, Paint, etc.)
  • Drag the new scaled file into your unity project->assets folder
  • Create a new terrain in unity by going to Gameobject -> 3D Object -> Terrain
  • Select your terrain in the hierarchy, and go to terrain settings
  • Set your terrain lenght and width to the same as your radius in Terrain.party (18km would be lenght:18000, Width:18000)
  • Set your terrain height to 2000
  • Download the attached "HeightMapFromTexture.js" script from the bottom of this post and import it into Unity.
  • Select your heightmap image in your project folder and and select "Terrain -> Heightmap from texture" in your toolbar.
5. Thats it! You now have a terrain from satelite data. Grab the manual editing tools and sculpt it to your hearts content.
I will get some images up at some point.

//Stephano



Attached Files
.js   HeightMapFromTexture.js (Size: 2.24 KB / Downloads: 6)

  Who's Darwin?
Posted by: Darwin - 12-26-2017, 12:37 PM - Forum: Introductions - No Replies

Im a 21 year old guy from Sweden with a passion for gaming and projects like this one.
Im the one who came up with this crazy idea and started it up from scratch, although it would
never have been possible without all the help i have gotten along the way.

Im not much of a programmer but im going to be working with general game design and
community managing for now and im really looking forward to this thing taking off and for a community to be built.

Im a big fan of open world RPG's and action filled FPS games such as: World of Warcraft, CS:GO, R6S, ArmA3, DayZ (if they didnt kill it) and occasionally some Hearthstone.

Dont be afraid to contact me in PM's if there is anything you are wondering about  Smile


//Darwin


  All known filming locations
Posted by: Stephano - 12-26-2017, 09:59 AM - Forum: World - No Replies

Wanna help out with building the world, but don't know where to look for inspiration?

Here is a list of all filming locations that I know about, along with links for google maps to get some sweet satelite views of the areas.



Spur 7 Beach - Vancouver
Google Maps

This locations is seen a lot throughout the show, its a long river that comes out of a small dam.
It appears it the show: 

  • When they go looking for seaweed for Jaspers wound
  • When Clarke and Anja jump off the dam
  • When Octavia gets poisened 
  • Clarke tries to drown Roan
Reclaimed Gravel Pit - Vancouver
Google Maps
  • Supply Bunker where Clarke and Bellamy find the assault rifles
  • Dropship crash site, where the hijacked dropship explodes
  • Camp Jaha
  • Destroyed Ton-DC
  • War camp before the attack on Mount Weather
Spur 4 Bridge - Vancouver
Google Maps
  • The bridge where Clarke tries to have peace talks with Anja in season 1.
  • The bridge is later blown up.
Widgeon Valley National Wildlife Area
Google Maps
  • Mecha Station, where Aby and Kayne lands
First Peak
Google Maps
  • Mount Weather
Gillies Quarry
Google Maps
  • Bellamy and Company rescue a girl from a cliffside
  • Location of Factory Station 

  • Second Mount Weather Intrance


There is more known locations, I will post them when I have more time.
If you know some, post them in a comment below.


  What do we want to have in a Skill Tree?
Posted by: Stephano - 12-26-2017, 03:31 AM - Forum: Design - Replies (4)

Hi Everyone!

Back when the game was still being developed as an Arma mod, we had a discussion about skilltrees.
As we are building a game with character progression, and we want people to concentrate on their role in the world, we
talked about the possibility of having a skill tree, that players can spec into. 

But the question is, what would we like to see in this skill tree? Can players spec into better combat abilities or should
that all be skill based? Crafting, researching, survival skills maybe?

Discuss below, and let us know what you want from a skill-tree?


As a bonus here is an old screenshot from our Arma dev days (This is not representative of the final skill tree layout or content)
[Image: unknown.png]


  3D TODO List!
Posted by: Stephano - 12-26-2017, 02:53 AM - Forum: 3D - No Replies

Hi everyone!
So you want to help out with some 3D work? Great!
Here is a list of everything we need done for the Alpha Release (If i missed something, let me know in a comment below)

Buildings:

  • Mount Weather Satelite Station (As seen on top of Mount Weather)
  • Mount Weather Large Gate (WIP can be found here
  • Mount Weather Interior Layout
  • Dropship (From the delinquents camp)
  • Multiple Grounder Huts (Modular maybe?)
  • The Weapons Bunker
Camp Stuff:
  • Improvised Walls (wood logs and metal sheets)
  • Improvised Gate (wood logs and metal sheets)
  • Water Containers (barrels?)
  • Meat drying racks
  • Camp fires
  • Food containers (barrels?)
Weapons
  • 1 or 2 types of assault rifles
  • 1 or 2 types of handguns
  • Simple bow and arrow
  • 2 types of swords
  • throwing spear
  • throwing circular blade
  • axe
  • smaller knifes
  • improvised weapons (stone, rope, stick kinda thing)
Characters & Clothing
  • 3 different body types for both male and female (6 in total)
  • Delinquent (civil clothing)
  • Skikru Guard clothing
  • at least 3 different sets of trikru clothing
  • Mount Weather guards clothing
  • Mount Weather civil clothing
  • Mount Weather Hazmat Suits
Inventory Items
  • Improvised Radio
  • Normal Radios
  • Food and drink items
  • Binoculars