Recent Posts

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General Chat / Network Operations Center
« Last post by phani22 on February 26, 2018, 12:35:30 PM »
A world of managed IT services network operation center, pronounced like the word knock, also known as a "network management center", which monitor and control with telecommunication or satellite network from one or more locations.  A centralized location where IT technicians can directly support the efforts of remote monitoring and management (RMM) software. The overall function is to maintain optimal network operations across a variety of platforms, mediums and communications channels.
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General Chat / Network security engineers online
« Last post by raviteja on February 23, 2018, 11:10:11 AM »
The once painfully long process of locating and outsourcing the best security engineer for your important project is neither difficult, nor lengthy, nor expensive anymore. How to become a security engineer
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General Chat / Firewalls in windows networking
« Last post by raviteja on February 23, 2018, 11:05:48 AM »
A firewall is an important concept when it comes to computer security.  top companies of all sizes must protect their data. If you don’t, you risk competitors or thieves hacking your systems and getting access of customer data, banking information, and even proprietary information. what is a firewall in computer network security
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General Chat / cisco certified engineer online
« Last post by raviteja on February 23, 2018, 11:01:08 AM »
Finding a skilled Cisco engineer might not sound like a difficult task – if you are in the right area, that is. What about places with a serious lack of professionals, then? The answer is easy: find the right person online today at Cisco certified professional engineer
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These concepts are so interesting. Why did these updates stop? Did you continue to develop the game?
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General Chat / Re: Good work btxsqdr~
« Last post by Shermac on April 22, 2017, 09:22:57 AM »
It was quite a ride, tbh. Thank you so much. You are not too late. You're great! And most positive ZetaClear reviews are welcome

Ah the good old time. Wish I participated more back then.
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Announcements / Re: Proven Lands is funded! WE DID IT!
« Last post by Shards on December 05, 2015, 08:07:19 AM »
Gratz , i m glad you guys did it , Proven lands will be a great survival sandbox for sure !
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General Chat / CISCO certifications for futuristic careers
« Last post by benol on August 07, 2015, 05:46:41 AM »
CISCO certifications are marking their success as the ultimate learning programs determining the career of young professionals. The confusions on choosing the right career and the scramble for better jobs are leading many professionals to be decisive on their career. CISCO certifications are proving to be adequate training for achieving global careers as they are recognised across the world. These certifications are settling young professionals in global cities; the introduction of CISCO training in Dubai is a classic example. Young professionals from various parts of the Gulf are settling in the cosmopolitan city for procuring technical training and pursuing better career prospects. CISCO certification training is improving the qualification of young professionals while settling them in distinctive career roles. These certifications include CCNP or Cisco Certified Network Professional, CCNA or Cisco Certified Network Associate and CCIE or Cisco certified Internetwork Expert program. There are many specialisations in both CCIE and CCNA; the specialisations in CCIE are CCIE Routing and Switching, CCIE Service Provider, CCIE Security, CCIE Collaboration, CCIE Data Center and CCIE Wireless program. There are also similar specialisations in CCNA such as CCNA Routing and Switching, CCNA Service Provider, CCNA Security, CCNA Data Center and CCNA Wireless program. There are several seminars, bootcamps and workshops conducted by instructors that simplify the curriculum to the young candidates. Such novelty in training is capturing the interests of young professionals into the training; it enables them to understand the programs better. The professional training for certification is truly establishing the career of a large fraction of young professionals.
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Hey folks,

Rafael here. Let’s talk about the game design of Proven Lands today, let’s talk about survival, which is, along with science fiction, our core concept.







Why Survival Matters

To me DayZ or H1Z1 are not really survival games, but FPS games with a few survival features. These games are great in co-op, but I never felt like Robison Crusoe, or like Robert Neville in the first half of I Am Legend. They’re cool, but they are rather run-for-your-life experiences like Temple Runner ;) or Hunger Games than games like The Forest or Fallout. The same applies in many cases to RUST and all the other RUST-alikes like GRAV.

I love survival novels, films, games. I really do. The first half of I Am Legend is a good example of an apocalyptic survival film. By survival I don’t mean the horror survival genre, in which you survive a dungeon or witch. I’m talking about back-to-basics survival games in which you take care of your mind and body a lot. Food, insanity, morale and health. That’s why our main character is named after Teruo Nakamura by default, a Japanese Imperial soldier from the Second World War. The interesting thing about him is that he’s someone who survived until 1974 on a small Indonesian island without knowing about the end of the Second World War. I also like the core concept of Enemy of Mine.

Why Proven Lands Is A Survival Game

For Proven Lands I’ve always wanted a game where I would have been a survivor on a hostile planet and a game that I also could play for 50 hours. It is not a survival simulator, and it shold be, as you can easily see it, less serious than other sci-fi games. So I questioned myself: How to add some depth to a survival game like Don’t Starve without making the game an academic paper?

At first, the trait and mood system. Even though Proven Lands has a number of RPG features, most of these are in the background. You won’t find an “intelligence” or “stamina” value. Instead, you fight temporary “trait” states of your body like “sick”, “hungry” or “freezing”; these states base on values, but you will never see the actual value in the game but the trait icon. Many traits are stackable, so the more “wounds” you have, the higher the chance that you get “fever”, become “sick” or get a “scar”. It takes some “skills” to learn how to manage these traits, even though some of the answers to them are obvious. Other traits are permanent like the “human”, “drugged” or “dead”.

Secondly, we are in space, on an alien planet. So we don’t have axes (we gave it a try once, but it didn’t take us long to notice that it didn’t feel unique enough; another survival game with axes, really?). Laser weapons and drones, that sort of stuff – in addition to a few new features – is what we like in Proven Lands. And you are not a super hero, nor a NASA scientist (which is somehow typical for a sci-fi theme, isn’t it?). You are an average guy with a big mouth that landed on a planet. Many aliens are more advanced than you. You won’t become a professor after 10 hours in-game, nor will a real-life wiki help you to craft whatever you want (like in Minecraft or Starbound - as long as you know the dependencies or ingredients, right?). There is a skill and knowledge system that forces you to see the game through the weaknesses and strengths of your character. And there’s also a simple, but powerful language system that simulates the slow process of learning an unknown language.

Last but not least there are buildings and crafting. Resources, crafting and buildings are actually a big part of the game. They deserve a few own blog posts I think. What I can tell today is that we’ve been thinking a lot about the “home base” concept and buildings in survival games. Why? Because every survival game has some sort of building mechanic implemented. Think “camp fires”, “tents” or “walls” for instance. We will tell more about the new building concept over time here - also about crafting and drones, don’t bother.

Finally, more scientific features of Proven Lands are “radiation”, “oxygen” or “temperature”. Even if most sci-fi stories are about humans-in-spaceships, the truth is: space and planetary missions are deadly to our body due to radiation. Only because Earth saves us from (most of the) radiation, most of us seem to forget that being in space, as well as on many planets, is like living next to a Chernobyl nuclear reactor (”space medicine”). This might be one of the reasons why we will never see humans in spaceships travelling to other star systems, despite Star Wars and Star Trek. In Proven Lands it means: On most planets you should be cautious. It is not a hard sci-fi game, but I think we’ve found a cool way to indicate danger (thanks to the “trait” system).

The overall idea is, and I hope you see that, that we give you all these features but just in the background and on a procedural level, so that your gameplay decides what you’ll run into. I like “easy to learn, but hard to master” game designs. I like simple, but powerful and dynamic game mechanics. And I will tell soon more on how a “fever” or even “death” grow from a simple cold.

I hope you’ve enjoyed it a bit. Now I’ve got a cold in real-life. Great. Sort of a real-life trait system stress test I suppose. ;) So I will take some rest now. I hope you’re fine! See you soon.

Also, follow us on

http://blog.provenlands.com
http://facebook.com/provenlandsgame
http://twitter.com/btxsqdr

Cheers, Rafael
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Hey guys,

when I was talking to a Youtuber a few days ago, he asked me about our voxel engine and this sort of stuff. And then, at the very end, he asked: Well, but what is a "voxel" anyway? We started to laugh. So let's talk about voxel basics first.

Voxel

A "voxel" is basically a "3D dot", a value in a 3D grid -- a term of computer graphics (i.e. "volume graphics" and a "3D discrete topology") much like "pixel" (picture), "texel" (texture), "maxel" (material) or "resel" ("resolution element" in image analysis). As you see above, a voxel can, but doesn't need to be used in a Minecraft game. It is only a data representation, a data structure, or to make it easier, the way how you store data. And you can do the opposite too, like "voxelizing" a vectorized data to voxel data and vice versa.





Voxel Rendering

So how do you render that voxel data in the end? Because so far we just had blocks or clouds of data (depending on your representation).



The groundbreaking Outcast (1999) rendered landscapes with a voxel engine. It was pretty blocky, but the landscape was not Lego-alike like in Minecraft years later, right? Master of Orion 3 (2003) used voxel graphics to render space battles and solar systems. And Sid Meier's Alpha Centauri (1999) used it for the unit model rendering. The CryEngine uses a mix of voxel data and a height map for its impressive terrain engine, in order to not be as boring as the terrain engines of Unity or Unreal. "Volume rendering" itself is even older, not only is it used when they scan your skull with X-rays, it’s also a common tool in scientific visualization. In fact, volume rendering and the whole concept of “voxelization” has deep medical foundations, which we you can see above too.



Rendering voxel data like in Minecraft is basically this: You make polygons out of voxel data, because our current graphic cards base on that; so it is true that if you would have a voxel graphic card, it would be faster. For us, today, it is much like drawing by numbers, with tons of calculations if you want your model to be smoother than a cubic voxelization like in Minecraft. In games like Minecraft where you handle "cubes" instead of a smooth terrain with overhangs like in Proven Lands (or much better engines such as C4 or Voxel Farm), you can already guess that you safe time if you “just” render cubes. The guy behind the C4 engine wrote the very first dissertation on this topic in 2012, on huge voxel terrain landscapes, which means that working on a voxel engine that renders a huge landscape is pretty state-of-the-art today, due to a number of performance issues the higher the rendering resolution and the view distance.

In fact, you can say that on the left side you have "voxel engines" like Minecraft  -- and on the right side revolutionary "voxel engines" like Atomontage. Proven Lands is somewhere in the middle, more to the left than to the right, and of course less impressive than the voxel engine of EverQuest Next (Voxel Farm by Miguel Cepero), which has, well, more than one engineer *cough* and an incredibly higher budget. So as a tiny game developer you make tradeoffs all the time when you’re basically not a game engine company like Unity. But if you don’t need to compete with EverQuest Next, there’s no shame about that, if you look at the success of Minecraft.

Okay, so I hope you enjoyed the little lecture even if it was a bit techie. Soon, we’ll talk about the famous Marching Cube and similar algorithms in voxel engines, so that we’ll be able to talk about voxel engine optimization and level-of-detail issues, which is crucial if you want to render higher view distances.



Oh, yes. I just had to add that creepy bug anim. ;)

Also, check out our blog: blog.provenlands.com

Cheers, Rafael
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