The DyVox Sandbox
An exciting new game that allows players to build their own vehicles, structures, maps and scenarios online.
A free multi-player alpha version* of the game will be released before the end of the kickstarter. Keep checking up and spread the word if you like the concept!
The Dyvox Sandbox is the first iteration of an exciting new engine that will allow players to customize and create their own game experience, in real-time, with other players. As on ongoing project, players will be invited to participate in the community-directed development process that determines what gameplay features and content will be prioritized. Currently, the DyVox engine contains a wide variety of mechanics that players will enjoy tinkering with to create their own dynamic, destructible vehicles, to build their own structures and to test them all against their friends in combat!
Currently, the editor is in development. Once completed, players will have access to powerful tools to create custom games and challenging scenarios. The editor will be available offline as well as in-game for server admins.
Key Current Features
-Multiplayer Support with full range of features!
-Use building materials and functional components to create vehicles and structures
-Real-time launch of custom creations in multiplayer, with seamless download by other players
-Random terrain generator, using a fusion of heightmap and voxel data: creates resource-rich land masses to explore and fortify
-Random foliage system which generates tens of thousands of unique flora
-Inventory and crafting system: create and store materials and components
-Use weapons to blast enemy vehicles and structures apart
-Materials have physical properties, which means it matters how you build your vehicles and structures
-Paints and decals allow expanded design and creativity
-Character system supports clothing/armor
The primary focus of the sandbox is to support the depth of singleplayer functionality in a multiplayer environment. There are many challenges to creating dynamic environments as the player count increases. To achieve this, the terrain was designed to provide a smooth result while avoiding increasing the resolution of the data structures. The data is designed for rapid and lightweight serialization. A complicated map with a game in-progress can be quickly uploaded to new joining players.
The gameplay value of custom vehicles and structures is critical. If you build a ship with a lot of displacement, it will sit higher in the water. If you load it with too many cannons, it will sink. Different materials are resistant to different kinds of weapons. Shields can be added to vehicles and buildings to make up for the weaknesses, but you will require enough room for the power generators and electronics management system. While there are few hard coded limits to how many of any object can be placed on a creation, the innate pros and cons of items add a challenge to design planning. The current objects and materials will be tweaked over the development to ensure they are well balanced.
Early June 2012, I changed the data structures completely to allow for user created objects to be saved, loaded and placed in any location or orientation.This also allows objects to be combined with "connectors". For example, the ships with turrets have a separate, but equally destroyable user-made object which can be controller with a weapon terminal. When creating game modes, pre-built structures and vehicles are excellent for creating fun scenarios with interesting features.
The various engine components have been programmed to keep them as independent as possible. This allows for greater flexibility and more accessible functions when creating game modes and objects. For example, it is easy to add in-game hud markers as part of an objective or as a player name tag because it is a simple and separate object.
AI System for vehicles and characters:
-AI character control abilities have been tested and are functional
-AI navigation mesh algorithms have been tested and are ready for integration. This will require extensive testing to ensure it runs frequently enough to provide smart AI but not drag server processing.
Advanced crafting and research system
-Several object types have been created that will expand the depth of the crafting system
Map, logic and object editors accessible in-game (currently developer only)
-The editor works, it just needs a lot of polish and user-friendly touches
-Full descriptions need to be integrated to make it usable without knowing function names and valid values off the top of your head
Radiant Mission Manager
-The radiant mission manager is partially coded, it will allow dynamic creation and removal of prefabricated objectives and all the entities that are involved.
More information available at www.dyvoxstudios.com
Media available on the Greenlight page:
* The current version is Windows compatible only. A Linux version will follow.
***The music in the video is Gustav Holst's Mars and performed by the U.S. Marine Band. Courtesy of MUSopen.
Breakdown of start-up requirements:
$1,500: 3 platform licenses for the sound library (Windows, Linux and Mac)
$2,500: Dedicated servers for 2 purposes. First, for an NAT server so you will not have to port-forward to connect to hosted games. Second, some official game servers to collect data to improve the network performance as well as a place to play with larger player caps.
What's left: Some high-quality stock sounds to improve the audio features.
I hope you like what I have created so far, I will continue to work hard improvements to the game!
Risks and challenges
The game is developed entirely by TheMadChemist, delivery of promised reward items will require development time to complete. With enough support, more team members can be added!
There are always risks when promising game features that have not be entirely developed or tested. However, every feature mentioned has been verified as feasible by concept tests created to simulate the core code with a realistic stress load.
I work in product development in the Biotech and Chemical industries; I have a great deal of experience developing products from the research phase and getting them into customers hands. There are always bumps in the road, but determined study and creative applications can easily overcome or work around potential problems. Games are my passion, I will work hard to ensure all promises are fulfilled and the game reaches the potential it possesses.Learn about accountability on Kickstarter
- (31 days)