Engine

We want to build ecologic and low-cost game servers with high performance resource sharing system.

Almost everything what the player needs is rendered by client. Each client has a role similar to the server and does things such as human AI. Clients also do anticheat protection themselves, that means one client controls policy for the other one and vice versa.

Graphics

Detailed model mesh

We would like to have very precise models. Models would have different levels of detail based on its target platform.

Weather

Weather will not be same all the time, it will be dynamically changing.

There will be diversification (rain, snow ...). The weather will depend on selected season.

Surface adaptation

It means following: Terrain is comfortably adapted to all buildings. If users build their houses, terrain will adjust to the walls. Player is allowed to make tunnels through the ground. Terrain may contain caves. Trees can grow. Water surface has the same behavior as in the real world.

Movement

Dynamic animation system

Avatars will not have integrated animations. Scripts will control all kinematics and animations. It will be adapted to player’s health, energy, etc.

Players can learn specific movement techniques. Players will be allowed to bind their own or existing movements to the keyboard. They will be able to define many configurations and easily switch between them. This will allow faster fighting. Once the player creates a movement, they can easily apply it to another avatar.

Object deformation & detonation system

When someone hits an object, it turns into many pieces. Amount of elements depends on client’s hardware configuration. All of them have realistic movement and in the end there will be just few of them remaining.

Scripting

Advanced human AI

There will be some bots for resurrection process etc.
All control scripts of an Artificial intelligence handled bot will be executed on the clients to reduce server load.

Life length optimization

In the conventional games, players are running and shooting anything they want. Only thing that does change when someone hits them is health indicator or maybe blood screen appears. When the “life bar” runs out, the player falls down and after few seconds they will spawn at some nearby place.

In our game, if player gets hit (for example into a leg), they will limp for a while. With lower health level player gets slower.

Also, player has an energy. Lower level makes impossible to do any stuff and slow them down. Player is able to charge it by appropriate behavior.

Server

Smart map caching

Map will be cached at the server. If a client needs an asset downloaded, the root server will decide from who the map will be streamed from, based on the distance and ping between clients and servers. When a change happens, client will notify the server about the change and push the updates to the other clients accordingly.

Basic security

All client actions will be controlled through the server. Server will select one more clients and give them supervisor role. These ones will then control everything the clients do. The supervisors are managed by the other supervisors and so on.