Projects

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).


 
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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!.


 
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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. 

 

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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. 
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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:
  1. 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.
  2. 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.
  3. 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.
  4. Team Focus:
    A pet
  5. 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). 
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