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Game in a Box

Update on Build 2

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It has been several weeks since we have updated the community on the Game in a box community.

Currently our plan for the next build is set for some time in December

The reason this time around (i'm sure there will be many delays for this project) is the fact that we are fleshing out the basic units of measurement. IE: how big is a person so we can build a universe around that.

Look for build 2 and closely following build 3. this month.

Thanks!

 

Last Updated on Monday, 05 December 2011 15:22
 

Game in a Box: Build 2

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We are getting very close to releasing Game in a box build 2.  This build will still be set in a IMP test environment and will feature transitions from parasite pod (space ship flight) Capital ship interior, and walking on planets.  This will also work on the first GUI and cleanup on the walking scripts.

Discuss these features on the forums.

 

A Message from Booris Boons

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Hey Hey Everyone! Sorry I've been away for so long. This build is definitely very rough, but it does serve a purpose.

When a player first connects to their I.M.P. they will notice that they are in a spacecraft already in space. The small craft are controlled with WASD and the mouse, which is fairly standard across game genres, but the keys behave a little differently:

W - Increase throttle
S - Decrease throttle
A - Roll counter clock-wise
D - Roll clock-wise
Mouse Wheel Forward - Increase throttle
Mouse Wheel Backward - Decrease throttle

Steering the ship is a little reminiscent of Freelancer's free-Flight mode. Move the targeting reticle away from the center of the screen and the ship will steer in that direction. Put the targeting reticle back in the center to stop turning. The further the targeting reticle is away from center, the faster the ship will turn.



To simulate docking and moving your I.M.P. around, fly toward the mother ship in the distance (Big Flying-Saucer). When your ship is in range the view will shift to I.M.P. mode and you can walk around using WASD controls: 

W - Walk forward
S - Walk backward
A - Turn Left
D - Turn Right
Shift - Run
Spacebar - Jump.

 

Welcome Pilot

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This is a test of the Quantum connection to your I.M.P. (Interactive Mechanical Personage).  This is only a test.  If this were an actual connection to a live IMP your optical resolution would depict more information.  Have a nice day Pilot

 

TEST IMP NOW

 

Last Updated on Thursday, 29 September 2011 07:22
 

The I.M.P.

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The I.M.P (Interactive Mechanical Personage) Is your main character. Your avatar if you want to call it that. In the universe of Game in a Box, humans no longer Project influence in person. They connect to imps via Quantum Links.

This allows a person to be any were in the solar system instantaneously as long as an imp is present.

Imps have the key advantage of being able to be transported across the solar system at very fast speeds.

Last Updated on Thursday, 29 September 2011 07:22
 

Playin the Game

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The story for Game in a Box was developed in 2004 for an MMO.  After 2 years of development reality hit.  Our small team did not have the manpower, money, and tallent to make the project a reality. Five years later and wiser MyXgamer, and Einatos games was created.  As stated before our goal is to make an epic space ship game to do this we need an epic universe.

Here is a short story with in this universe.

Last Updated on Thursday, 29 September 2011 07:22 Read more...
 

Our Goal

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The community, “Game in a Box” has one goal, to create an interaction with 256 players that includes large naval type space ships, smaller space fighters, human like marines designed to board the interior of the large naval ships, interplanetary insertion and interaction with forces on the ground all simultaneously and in real time.

On top of this large order we will be publishing each build for everyone to play, criticize and break.

To pull this off with little to no resources we plan on having a unique development cycle that asks the community to contribute time, effort, and donations. As the game becomes more like a playable product and not a mishmash of technology and concepts we will be selling small yearly subscriptions to continue developing this amazing concept.

Also to compensate for this unique development style, the lore of this product will develop as the game develops. Our goals are for the lore to explain what happens in the development cycle.

We expect this project to take years, and look forward to seeing what the community comes up with.

Look for the first build that test the technology in a web browser setting sometime this august. In the mean time hop over to the forums and discus what you feel the ultimate space game would look like.

To lead this project we have Brad, A.K.A. Booris Boons.  He has been playing games for over 20 years,  has a degree in computer game programing, and specializes in The game engine Untiy and unreal.  With his expertise and the community's support I Know we can reach our goal to create the ultimate space and land game.

Last Updated on Thursday, 29 September 2011 07:22
 


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