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Survival: Scavenger - Open World Online Single/Multiplayer Crafting Survival Game

08-07-2016, 04:46 PM
#1
Joined: Jun 2012
Location: Hawaii
Posts: 147
Survival: Scavenger - Open World Online Single/Multiplayer Crafting Survival Game

Building on the success of Survival: Wicked Forest; I would like to show some progress on another ongoing project. As with all my new and current projects, this will feature multiplayer options (Already built in) with single player.

Survival: Scavenger (working title)

iPhone 6s and Mixed Screens



Sniping for campers




Multiplayer carnage


Extremely dangerous world


Player vs Player action


Custom Female characters


Extremely deep crafting and player customization system.


Can destroy anything you see


Every single item in game is destructible. You can knock down every tree building, piece of grass, weapon, etc. If you can see it, you can destroy it.

Currently implemented features:

Massive streaming open world. 3 times larger than Survival: Wicked Forest.
Single player or Multiplayer.
Male or female protagonist.
Full day/night cycle
Weather system
15+ enemy AI pending on location and day/night.
Full forest/plain environment
Crafting and building structures. Saves locally for single player or server side for multiplayer.
Firearms can inflict extreme fatal damage and extremely rare.
Fully functioning online chat
Permadeath. Don't die. Lose everything.
Manage player persona stats on thirst, hunger, temperature, mentality, etc.
Several hundred different items to craft or find.
Progressive crafting system: Forges, campfire, campfire with kettles, weapons forge, etc
10 Different classes with skills and perks.
3 Advanced classes.
Scavenge or recycle 100's of items.
Progressive skills, stats, and leveling up system.

Additional features as work in progress (will update over time):

Friend list and friend messenger

More features, videos to come, stay tuned:

Questions?

Expected devices supported: iPhone 5 and up. 1GB RAM.

Last edited by voncarp; 09-25-2016 at 10:32 AM. Reason: Update
08-07-2016, 04:48 PM
#2
beta

wow, is beta expected to be?

08-07-2016, 06:45 PM
#3
Joined: Apr 2016
Posts: 44
Please give beta I can't wait 0.0

This game way to epic to wait for! So I beg may I have beta!!
Testflight beta: jahbreestuckey12@gmail.com
08-08-2016, 03:54 PM
#4
I would love to beta for you!!!! Chris.woy7@gmail.com is my TestFlight email
08-09-2016, 09:40 AM
#5
Joined: Jul 2015
Posts: 948
When is this supposed to be released?
08-10-2016, 05:29 PM
#6
Joined: Jun 2012
Location: Hawaii
Posts: 147
08-10-2016, 08:38 PM
#7
What about them graphics tho
08-13-2016, 11:10 PM
#8
Joined: Apr 2016
Posts: 2
Wow Von, you have another project going. I look forward to if you are testing this game for alpha or beta
08-14-2016, 01:25 AM
#9
one technical question : how many player+npc can the server handle in one scene ?
what networking technology do you use?
08-14-2016, 03:12 AM
#10
Joined: Jun 2012
Location: Hawaii
Posts: 147
Quote:
Originally Posted by MacEleven View Post
What about them graphics tho
Yeah. I don't suspect this game is going to win any artistic awards. I really focused on depth and gameplay. Particularly with mobiles, you got to sacrifice a bit of graphics for multiplayer with large open worlds.


Quote:
Originally Posted by ICEcrush View Post
Wow Von, you have another project going. I look forward to if you are testing this game for alpha or beta
Keep in touch

Quote:
Originally Posted by pixelcry View Post
one technical question : how many player+npc can the server handle in one scene ?
what networking technology do you use?
It really depends on your project. You can potentially have many hundreds depending on the complexity of your game. In Wicked Forest I capped NPC's at 50 and players at 12. Players generally send more traffic. Wicked Forest runs off a device based server with an external server for saving data. Those numbers are what works when an iPhone 5 is running a server. And in that project, I created a "Network LOD" which turns off network traffic for players and NPCs not within a certain distance.

If your "net code" is well written, you will find that you will have more slowdowns with rendering than lag created by your NPC and players.