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Multiverse Developer Newsletter Volume I, Issue 1, February 2006
Action!
News!
- Welcome!
- Titanic Director James Cameron and MMOG Pioneer Mike Sellers Join
Multiverse Advisory Board
- Multiverse Unveils Tools at DEMO 06
- Developer's Corner: Focus on Tools
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http://www.multiverse.net
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Welcome! Welcome to the first issue of
the Multiverse developer newsletter!
This is a humble start, but it will
grow from month to month. We're committed to keeping the lines of communication
wide open. Building a platform is a two-way partnership--as we build it, we need
to know how it's working for you. Your feedback is critical in helping us keep
it relevant and on-course. We don't win unless YOU win, so we're counting on
you. Visit our forums often and let us know what you think.
In this first newsletter, you'll see links to some of our more
high-profile news, including: Titanic director James Cameron and MMOG
pioneer Mike Sellers joining our advisory board, and our successful
appearance at the DEMO2006 show, where we unveiled the first set of
world-creation tools that we'll be putting into public alpha-testing in a few
weeks. By the way, we're giving you these tools very early in their development
process, so brace yourselves for bugs, if you choose to use them. We're doing
this not because we're sadists, but because we really want to know what you
think. We're early enough in the development process of these tools that you can
still have a significant impact on what we build. If you don't like buggy tools,
you can ignore them. But if you'd like to help shape the way the Multiverse
platform is built, then roll up your sleeves and have fun.
You might
also have heard that we've partnered with SpeedTree, makers of the
world's best tree models. We've built support for their technology directly into
our platform, and you can use any of 10 species of trees for non-commercial use.
The great thing is that YOU get to help choose those 10 trees. Full details at this discussion thread.
We're
dead-serious about building the platform that lets you make the virtual worlds
you've always dreamed of. But as we do it, we should all have fun. Case in
point: here's a sneak preview of the ad we're going to run in Game
Developer Magazine next month. Let us know what you think--too outrageous? Not outrageous
enough?
And finally, thanks for registering with us. Over 2500 of
you have signed up to be early developers on the Multiverse platform. I wish we
had the resources to let all of you into the early beta program. We're working
with only a handful of developers right now, but the good news for everyone is
that we're about to release our first set of tools into open beta. We'll give
you a sneak peak at those tools in this newsletter, and expect to hear even more
in a few weeks. This means that everyone will soon have a chance to start
building virtual worlds.
And one final thing for you to chew on: this
newsletter needs a name. It's YOUR newsletter, so let us know what you think we
should call it.
See you at the Game Developers Conference!
--Corey
Corey
Bridges Executive Producer | |
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Titanic Director James Cameron and MMOG Pioneer Mike Sellers
Join Multiverse Advisory Board On February 7, 2006,
Multiverse announced its Advisory Board. The board is comprised of six members
who bring expert credentials and clarity of vision from their respective
entertainment and technology fields. The board includes James Cameron,
writer/director of Aliens, Terminator, Titanic, and other
Hollywood blockbusters, and Mike Sellers, lead designer of the very first 3D
MMOG, Meridian 59.
"The Multiverse team," said James Cameron,
"inspired me with their vision of a new platform and toolset for creating
virtual worlds which will engage millions of minds around the planet. Creating
worlds is what I've always loved to do, and here's a whole new way to do. It
turns out we share a common vision of the future of entertainment: immersive,
interactive and personal. So it seemed like a great fit, and I'll do what I can
to help them realize their vision."
Read about the rest of the Advisory Board here.
In
related news, in the Feb. 13, 2006 edition of Business Week, James
Cameron announced dropped this intriguing tidbit:
"My next project --
which I'm currently writing the shooting draft for -- is going to be this
completely crazy balls-out sci-fi flick. The plan is to develop an MMOG that
takes place in the same universe and release it a little while before the
theatrical release. That way people can start playing around and learning about
this new world. Then we present a narrative in it with the movie."
Read the
full Business Week article here. | |
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Developer's Corner: Focus on Tools In this first
developer blog I'm going to discuss the three development tools that we will be
releasing to open alpha-testing in the next few weeks.
The first, and
probably most important tool for developers anxious to get started on their
game, is the Model Viewer. This tool will let you display your 3D models in our
rendering engine, so that you can ensure that it looks just the way you want it.
You will be able to display or hide submeshes, play animations and adjust
lighting. We will also be shipping command line tools that will convert meshes
and animations from Collada files that you have exported from your favorite
modeling tool, and save them in our native mesh format. Eventually, this
functionality will be built into the Model Viewer tool itself. Along with the
Model Viewer, we will deliver preliminary modeling guidelines, which will help
you build your models in a way that works well with our game engine.
The
Terrain Generator tool allows you to build a terrain for use in your game. Our
terrain system supports a base heightmap that can be very low resolution (for
example, the island of Kothuria from our own game Kothuria: The World's
Edge uses a heightmap with 128 meters per sample), and then layers detail on
top using a fractal algorithm. This tool lets you create, import and edit the
base heightmap, and change all the fractal parameters. I will talk more about
the inner workings of the terrain system, and future enhancements to this tool
in future blog entries.
The World Editor tool allows you to place objects
in your world. You can create forests and lakes, areas with different lighting,
fog and sound, and place static objects (like buildings) in your world. Like all
of our tools, the World Editor is still early in development. You will have to
wait for future betas to add monsters, spawn points, or NPC characters, place
environmental particle effects, build quests, etc. You can also expect some
major UI improvements in the next beta.
--Jeff
Jeff
Weinstein Lead Engineer, 3D Technology and Tools
Add your comments in the
forum. | |
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Found in the
Forums:
"Sound design is always a tricky thing in games. I've been
writing music and messing about with samples for about 15 years now, but
soundtracks for games? Wow, tricky. Soundscapes for games? Even
trickier...
Now all I need is some programmers and a few more artists and
some offices and a budget..."
Aedion, Multiverse Developers
Forum
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