Gamelix Advanced Mechanics Online (GAMO)

Discussion in 'Works In Progress' started by marcoantap, May 9, 2013.

  1. marcoantap

    marcoantap

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    For many years first-layer game engines have dealt with communication. These have managed input and output, presenting a world for the player to enter commands. The next step to reach richer narratives is the second-layer game engine, a system that provides options to the player. Sets of options and consequences are controlled by the game mechanics, and researchers have recently given us a mechanics modeling language. Today we are proud to present you Gamelix Advanced Mechanics Online (GAMO), a second-layer engine that reorients development toward interactive narrative and increases the replay value of games.

    [​IMG]

    There are many mechanics that are common among different game genres and work basically the same. When developers start a new project they usually re-create these functionalities, investing a huge effort into polishing them in order to provide the best gameplay experience. All this inversion could be better focused on the creative aspects of game development, such as world building, story, artificial intelligence and many others. GAMO releases the game developer from the mechanic tasks, by providing a robust foundation of customizable mechanics right on top of the first-layer game engine.

    Planned features:

    ✧ Wizard editor extension, to create games without programming.
    ✧ Game performance analyzer.
    ✧ Language translations.
    ✧ Full control configuration.
    ✧ Character customizer.
    ✧ Free-running, riding and driving, with multiple views.
    ✧ Inventory system.
    ✧ Mission and achievement system.
    ✧ Dialog system.
    ✧ Combat technique designer.
    ✧ Level and skill tree system.
    ✧ Lockpicking mechanics.
    ✧ Mining, harvesting and production mechanics.
    ✧ Crafting and building mechanics.
    ✧ Hunting mechanics.
    ✧ Trading system.
    ✧ Map and dairy with management mechanics.
    ✧ Economy system with auto-balanced degradation dynamics.
    ✧ Government system.
    ✧ Fully scalable networking.
    ✧ Private persistent worlds for deep interaction.
    ✧ Socialization with local and global messaging.
    ✧ Monetization.

    GAMO will be free for testing, rapid prototyping, looking for investors/crowdfunding, etc. Publishing games with GAMO will cost 30% net profit share.

    Latest version: GAMO 0.4.22b (jan 17, 2014)
    Last edited: Feb 19, 2014
  2. db731

    db731

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    I am so interested in getting this. I am now eagerly waiting for July 15th!
  3. WizrdGames

    WizrdGames

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    Sounds really nice! When you say online, do you mean its for people who want to make Online Games? If so, can we use it for a Offline game?
  4. marcoantap

    marcoantap

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    Sorry for the delay, and thanks for your interest. Yes, the "online" is just to affirm that it will have networking capabilities. The beta will be offline, and you can create offline games. The online side will allow not only multiplayer, but also several other services like monetization. The networking system will be ready sometime this year, and services should be ready early next year. The server is being built in PHP and Java, so you can execute it from different network solutions.
  5. db731

    db731

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    Oh okay, so can I use the offline beta to begin creating my game now and when the networking system is ready, publish it online? Also, what kind of services will be ready next year? Thanks so much!
  6. marcoantap

    marcoantap

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    Yes, exactly!

    This is what is planned at the moment:

    ✧ Fully scalable networking.
    ✧ Private persistent worlds for deep interaction.
    ✧ Socialization with local and global messaging.
    ✧ Monetization.

    Before starting this project I finished the server with socialization features, that took me around 2 years to research and develop. I'll adapt and connect this platform to the mechanics engine. Together will form the foundation for a system that will keep growing in the following years. Hopefully many creative developers will benefit from it :)
  7. db731

    db731

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    Thats wonderful, I am so excited to start using this! Maybe now I can start thinking about more of the creative aspects of my game rather than all of the mechanics. Will I be able to make my combat as a first person shooter? Thank you for working on this, it will be such a big help!
  8. VicToMeyeZR

    VicToMeyeZR

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    So your not planning on making this handle very many clients then? Java is a horrible solution for online games. IMO anyway
  9. marcoantap

    marcoantap

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    Yes, the views currently implemented are first person, third person and top. The player can switch between them, but you will be able to disable the views that don't match your game style. The exploration mechanic includes control configuration, avoiding to look thru walls, and locomotion-view simulation, aka. camera swinging. Later on I'll add the weapon system.
  10. marcoantap

    marcoantap

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    These languages were chosen to ease the life of developers so they can use the networking solution that matches their budget, starting from indie developers. Once I finish the connection with the online platform, I'll stress test the system. It's not a problem to translate the server into another language if required.
  11. wasstraat65

    wasstraat65

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    Sounds interesting, I will keep this one in mind when it has progressed more ;)
  12. db731

    db731

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    Thats wonderful to hear. Will it be easy to implement vehicles using your software?
  13. marcoantap

    marcoantap

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    Driving and riding mechanics will be added in the future. And yes, the idea is having a simple workflow to configure the vehicles.
  14. db731

    db731

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    Okay that sounds great, thank you for your quick replies.
  15. xander999

    xander999

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    I have my own little customization spore-like engine thing going on here, will GAMO be compatible with all other scripts? Also mods? My mod compatibility is high right now and I don't want GAMO ruining that, because I've even developed a modification tool to unpack and deobfuscate the obfuscated code then edit (Drag N' Drop modding system!), and even a mod injector if players need a mod injected into the process, while detecting and disallowing hacks.
    Last edited: Jul 4, 2013
  16. marcoantap

    marcoantap

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    Your system sounds pretty amazing. One of the reasons to release GAMO at its current state, not perfect yet, is to obtain feedback from creative developers. Then you could try the beta, and let me know if you need a modification here and there that would make your system compatible. We could find a midpoint that allows both systems to work together, and also allow others to integrate theirs. Might take some time, but it's possible.
  17. VicToMeyeZR

    VicToMeyeZR

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    Sounds like a great plan then. I will definitely be watching this project... Best of luck. ;)
  18. marcoantap

    marcoantap

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    As promised, after 1 year of dedicated work, here is the first beta version of the second-layer game engine:

    http://gamelix.com/mechanics/GAMO_0_1_18b.zip (6.7 MB)

    In order to answer some of your future questions: ¿How do you use it? This is a Unity 4.1.4 project, just decompress it and open the project folder with the latest version of Unity. The options of GAMO will show up in Unity's menu, and you can open the editor from here. ¿How do you play it? The main demonstration scene is located at Assets/Scenes/Game, open it and push the play button. ¿Why does it look so ugly? This is the first beta version and the demo scene is work in progress. ¿Can I start building my own games with it? Yes, because the code foundations are pretty stable. But there's no documentation yet and some mechanics are disabled.

    The next steps of this development are completing the demo scene and re-enabling the mechanics. Then the integration of Machinations, a mechanics modeling language, will begin and further planned mechanics will be implemented. After that, the server side and online services will be connected. New beta versions will be released when important advances of the system are achieved.
    Last edited: Jul 16, 2013
  19. db731

    db731

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    wow great work! I just downloaded it and so far it's looking really good! So can I start building my own game using the demo as a starting point? Thanks so much!
  20. marcoantap

    marcoantap

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    Yes you can... sorry for not having documentation yet.
  21. db731

    db731

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    Oh it's okay, I can wait for the future versions.
  22. TheNorthridge

    TheNorthridge

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    It looks like a good start, with a good Editor and Set up.

    I cant do much however, since there appears to be no documentation. Being able to know whats going on, would really help :)

    Good Job!

    -Sean
  23. marcoantap

    marcoantap

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    Thanks for your feedback, I'll prepare a quick documentation for the next beta release.

    I had one report that the camera system causes dizziness. This might be related to an "ease" transition in the camera rotation that is intended to make the view system "nicer". I'll add a player option to disable this transition and do immediate rotation and full stop. Let me know if you are experiencing this issue too.
  24. Kristian

    Kristian

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    I've just begun downloading, but based on the videos it seems like a really well-built tool. And as a programmer I can imagine the work this must have required. So Kudos mate!
    I'll be sure to give some more useful feedback once I've had time to try it.
  25. gie005

    gie005

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    Hey dude,
    You said in the first post "Publishing games with GAMO will cost 30% net profit share."
    But I'm planning on making a non-profit, free game. What then ?
    Thanks,
    -gie005
  26. marcoantap

    marcoantap

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    30% of $0 equals $0 :) So it's free for non-profit games.
  27. marcoantap

    marcoantap

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    I have released the second beta:

    http://gamelix.com/mechanics/GAMO_0_2_19b.zip

    There are some optimizations and corrections. When updating don't forget to backup your projects. From Unity replace the contents of the "Gamelix Advanced Mechanics Online" and "Editor" folders.

    I will continue working on the mechanics integration, and rebuilding the navigation mechanic to improve it considerably.
  28. abysswolf

    abysswolf

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    what kind of vehicle functions and supports will be in? im extremely interested
  29. marcoantap

    marcoantap

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    The exploration mechanic will include driving, but at the moment I haven't planned its features, I'm focused solving the free-running character controller. But that's a mechanic I'm very interested in, hope to have more information on that in the near future.
  30. marcoantap

    marcoantap

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    The latest beta is available. I dedicated a lot of time enhancing the system foundations. Now GAMO has more customizable initial screens that will help with the presentation and instructions of the game. There is a new arrangement for the exploration interface. And there are new execution options to skip these initial screens and a few debugging/performance tools.

    If you are going to update GAMO in your projects, while in Unity delete GAMO's folder and its code in the Editor folder. Then copy the GAMO folder and the Editor code from the beta. Notice that blank spaces in the folder name have been removed in this version to comply with the programming standard.

    Find the updated link in the original post :D
  31. DestinyComp

    DestinyComp

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    anything new?
  32. marcoantap

    marcoantap

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    Hi, thanks for asking. Although I haven't visited this thread in a while, I've been actively working on a large update, hopefully next beta will be ready by the end of this year.
  33. marcoantap

    marcoantap

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  34. neopan

    neopan

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    did you ever release documentation?

    30 percent is sort of high, any alternate pricing?

    i am looking forward very much

    comparing against unirpg and

    well, just unirpg 2/plygame
  35. NutellaDaddy

    NutellaDaddy

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    Sounds like it will take all the fun out of game developement. I'm sorry, I can't live without programming.
  36. marcoantap

    marcoantap

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    @neopan:

    I'm working on the documentation and tutorials. The current version includes a manual, but it's very incomplete.

    I know it's high, I will lower the percent in the future. It's just that it's easier to lower it than making it higher ;)

    @NutellaDaddy:

    I love programming as well, that's the reason GAMO will have an API and also a visual programming language based on Machinations. You can disable the mechanics that you want to customize and make your own scripts, taking advantage of the internal systems, or starting from scratch.
  37. Gunhi

    Gunhi

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    impressive, get this into bookmark ^^