In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look.
When I first started to think about Dual Universe, somewhere in the summer of 2011, I wanted to get back to the roots of the idea of a MMO (Massively Multiplayer Online game) as a truly massive, unique experience: millions of people in a continuous universe shared by everyone, with emergent gameplay and the possibility to build things in the world, including social and political aspects. I wanted to be able to explore and discover completely unexpected places and creations, because in a game, I want to think that I can be surprised.
We are extremely happy and excited to release today the first iteration of our community website: http://community.dualthegame.com
In this site, you will be able to create a simple profile, that you will keep with you up to the Alpha and beyond, and also create organizations, post updates about what is going on, recruit, create stories, and start to shape your vision of the game roleplay. Let’s have a look at the feature we have for this first iteration of the site and what could come after.
We are extremely happy and proud to announce that we will be at the PC Gaming Show at E3 next Monday, on June 13th, 11:30PM/PST. The PC Gaming Show is a unique opportunity to showcase the exciting and cool projects being made on PC, with a very large live audience, also live streamed on Twitch.
Today is an exciting day! We are proud to reveal the first images of Dual Universe, our futuristic MMORPG where players coexist in a single unbounded game universe (with no instances or loading zones), with the added ability to modify the game environment in ways never before seen on this scale and in such great detail.
Many of you have been waiting for quite some time to see the first in-game screenshots of Dual Universe! It’s coming soon, but one of the main reasons why we haven’t shown anything sooner is that we were working on a very big move: we have switched our underlying game engine from Unreal Engine 4 to Unigine 2. Let me say a few words about this decisive evolution.
Big news! We just finished designing and implementing one of the most critical and distinguishing feature of Dual: the capability to script any construct that you make. A construct is anything that you build in the game, it can be a ship, a building, a space station, or whatever. It is a physical object, it can move, collide with stuff and potentially include hundreds of “Elements”, which are operational units that you can craft or buy, and freely position inside your construct to add functionalities to it. Examples of Elements are: propulsion engines, control units (computers), doors, weapons, batteries, containers, accelerometers, radars, targeters, drone bay, elevator, and many more. The way the construct orchestrates all these Elements is through scripts, and what we call “Distributed Processing Units”. Let’s dive into it, and see what it can do.