3DMUVE
is an amateur game development team,
that's developing high-quality computer games. Our mission is to develop
leading-edge software that pushes new PC technology to its limits, to
achieve very high levels of customer satisfaction, and to be recognized as
a leader in revolutionary new technology and computer games. 3DMUVE
specializes in game networking and the development of massively
multi-player gaming.
Current Projects:
|
Pulsar |
|
|
I'm developing an all new team based space shooter. Pulsar will pit multiple teams against each other in a real-time, twitch based, space shooter. Similar to the classics of the 80’s and 90’s this will be a richly detailed 3D space combat simulator. Up to 30 players will be able to compete in several game types including death-match, team death-match, capture the flag, and Universal Domination (UD). |
 |
| |
| more
... |
| |
|
BlockBUSTER |
|
|
Block BUSTER is inspired by the old classics from the 70's. Knock out the blocks in vivid 3D. Experience over 20 challenging levels for hours of game play. Choose from 3 difficulty levels for the best experience. This is my Tribute to the great legacies of gaming!. |
 |
| |
| more
... |
| |
|
StarQuest
|
|
|
3DMUVE is taking
Champions to the next level, along with a seamlessly integrated
persistent world. Offering a game of unlimited potential,
Starquest
elaborates on the features of Champions. Unlike the other
persistent games where the focus is on individual players, and the
idea of team play is when a lot of players come together to battle
as a group,
Starquest takes the true meaning
of a persistent world to the ultimate level. In a game where all
players are free to take on different jobs, roles, and titles,
Starquest
relies on players to finally work together not simply in combat, but
in building their community.
We're introducing
the concept of a corporation which defines the structural hierarchy
for player management. Don't think of this as a boring
business simulator, but instead it's providing the foundation for
management and chains of command. A manager can still choose
to participate in the daily grind, but it's entirely up to them.
SQ will provide the hierarchy so not everyone can do everything or
access everything without first being given that right through the
corporation, which by the way is ran, managed and controlled by
other players. Managers will know how their subordinates are
performing and see how their peers are doing. Couple this with
a communications hierarchy to streamline team cooperation and you
have something entirely new and unique.
Some players will focus on
hand-to-hand combat; others will focus on vehicle/ship combat. Some
players will focus on military strategy and tactics, while others
will focus on community supplies and management of community
resources. To do well in
Starquest requires a well-rounded group
of individuals who can work well together. A game within a game,
one might compare the simple hand-to-hand combat element to other
popular team games. However, the inclusion of additional genres
such as real-time strategy, role-playing, space combat, flight
simulation, first-person shooters, action and adventure;
Starquest
exceeds the playability of other massively multi-player/team games
presenting the next generation in persistent worlds. |
 |
| more
... |
| |
|
Champions - Universal Domination |
|
| 3DMUVE is
developing a new kind of team-based combat. Unlike other team-based
multi-player games on the market, 3DMUVE is developing support for
massively multi-player game play. Creating a game architecture
poised for thousands of simultaneous players, a simple 2-team
architecture becomes too limiting, and therefore falls short of a
complete gaming experience. Champions will allow hundreds of teams
to participate in the same game. Games will take place on a single
planet, or on multiple planets and can include space combat and
bases aboard space stations. Games can be setup for quick short
sessions lasting 10-20 minutes, or for long running games lasting
many days. Champions will be the first team game to offer such a
wide variety of options with fast paced combat, and real-time
strategy, on a huge scale. |
 |
|
|
| |
|
Muve Engine |
The
MUVE Engine is being developed from the ground-up as a multi-user
MMOPG platform development system. However, unlike most (if
not all) MMOPG engines out there today, the focus around MUVE has
several unique areas:
- Unlimited Universe:
Everything about the Universe is
stored in a database and streamed real-time to the client.
This allows the Universe to grow, expand and change seamlessly
to the player.
- Unlimited Worlds:
Planets leverage the same streaming
as the Universe. This allows planets to be truly sized,
immense worlds taking days or weeks to traverse, depending on
the technological advancements available.
- No Delays:
A critical part of the design is to
eliminate delays during scene loading. This is
accomplished through the same streaming components mentioned
above. Only what needs to be drawn is loaded and queued
for rendering. This provides very fast loads which can be
performed dynamically every frame. We're eliminating long
delays and providing a seamless transition over planets and
through space.
- Team Focus:
A pet
peeve of mine is that all of the MMOPG's I've played are focused
on the player leveling, and provide a means for the player to
participate in solo and small group campaigns, but rarely have a
significant impact to the masses. It is my intent to
one day develop an MMOPG that is focused on the masses, thereby
elevating the game play to to a truly "Massively Multi-Player"
experience. It's my intent to have the players focus on
leveling the corporation, which in turn provides them benefits
because their corporation is now bigger, better, stronger.
Corporations challenging corporations, each consisting of
hundreds or thousands of players. Corporations not focused
on a single days campaign but a month long campaign (or longer).
|
|
more ... |
| |
|