Daniel Aagentah @aagentah
Programmer & audio-visual artist. Founder of Rendah Mag; author of nw_wrld software; currently developing NOMIAD. daniel.aagentah.tech Manchester Joined January 2017-
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this means even for the things not currently rendered for the player, there are events being managed in offline data tables such that when the player gets close enough to those areas, they're rendered graphically in the derived state that you would expect #nomiad #indiegame #openworld #alife #scifi
from a technical point, this means keeping track of all of the lifecycle events for entities, ships, mineral deposits, ammunition, guns, and even the weather in both an online and offline dual system.
NOMIAD isn't about making choices as much as it's just about bearing witness to a never-changing world. The planet will function as a complex economy, whether you're participating or not.
adding a gunship terminal! i'd be lying if I wasn't inspired by that classic modern warfare mission in the AC-130. I'm very happy to be able to add a somewhat similar concept into my game here. to share a bit of technical information: when the player activates the terminal, it will holler the nearest dropship to your location, usually around 10 seconds away from wherever you are and, in any given moment, based on the ratio in the map. At that point the WebGL instance will create an additional canvas, which is the camera you see on the terminal screen. in this moment you're essentially running two renderers for the game. It's important that there's a lot of stuff excluded from the one in the terminal, which you probably wouldn't see because of the fog. There are also a few shaders to show exactly where enemies and friendlies are and things like this
that's a wicked point, and it seems you're thinking farther ahead than even I am haha! community-built maps will be ace. In the game, there will be opportunities to build player-owned bases in addition to ships in the future so there's no reason why a blueprint repository couldn't work :)
with the game being built entirely in WebGL, figuring out how to do base and building design has been a challenge. I eventually landed on creating a basic editor that reuses the same components that a player uses to build their own hovercraft. It's turned out well as part of the process that I massively enjoy.
this is the industrial complex, which the player should come across much later in the game. Housed here are: an industrial faction, mining contracts, mining equipment, life cycle events for how minerals are deposited and processed here for off-world collection #nomiad #indiegame #scifi #openworld #webgl
one of five facilities that have been added to the game so far; each with their own life-cycle events, terminals, objectives, and purpose in the world. #gamedev #scifi #indiegame #threejs #nomiad
in NOMIAD; small things like this are progressively adding to the world-building, making sure everything has a lifecycle event, even the interactions between building your own hovercrafts and how they appear in the world #threejs #nomiad #gamedev #indiegame
ultimately the events of NOMIAD take place on an otherwise massively hostile world with frequent storms and radiation. The fauna here has been designed with lifecycle events that react to the planet itself, regardless of what you're doing as an individual
NOMIAD is about choices, not only in terms of playstyle but in the way in which you react with the world. You frequently come across these distress facilities and how you choose to answer these calls will affect your progression downstream with the various factions in the game
adding fully-diegetic menu systems into the game :) It's been a long few weeks to decouple a typical traditional menu system to this diegetic one. It's small things like this I hope will add to the immersion of an otherwise graphically limiting game, playing within the limitations of WebGL. It doesn't have to just mean obfuscating and adding veneers to things. It can also mean trying new mechanisms for how the player makes decisions in an open-world dystopia
Hello friends, I am thrilled to announce NOMIAD, an open-world sci-fi game built entirely in WebGL and TypeScript. Over the past year, this project has been taking shape as a proof of concept for adding true simulation mechanics, lifecycles for all entities, and a fully immersive experience within the limitations of this technology. I intend to push NOMIAD to its absolute limits as an example of what is possible using web languages. In this game, you are a droid assigned to an off-world mining operation. Build and pilot a hovercraft with full autonomy, take on contracts, and serve the benefactors of this world. In NOMIAD, your service is indispensable. Fortunately, you are not. #webgl #steam #scifi #game #openworld
for the past 6-months I’ve been developing an off-world SCIFI game that runs entirely in JavaScript. no engine, no editor, 100% WebGL with full multiplayer capability. the game pulls from many of my inspirations and includes A-LIFE simulation theory as a fully open-world non-linear concept. a huge project for me to take on; I intend to push this technology to its absolute limits in both utility and world-building. looking forward to finally sharing more on the concept 🤍 FYI: this game is called NOMIAD; and whilst it won't release until next year, the steam page is already up for anyone curious :)
hello friends; I'm pleased to say that NOMIAD is pending official announcement. currently waiting on some boring legal stuff whilst everything is coming along. these past months have turned a small & experimental proof-of-concept into a full obsession. NOMIAD is quickly evolving and I've had some help playtesting new features each week. the current sprint is fleshing out: - simulation mechanics; ensuring all entities have a full life-cycle, roles and responsibilities for emergent behaviour. - progression & onboarding; designing the playthrough such that no tutorial is needed. users should naturally progress without it feeling guided or linear in any sense. - functional interaction; a fully diegetic system without on-screen menus. - controlled complexity; supporting 1-6 users, with each role emerging from optional support/leadership/aggression mechanics rather than a traditional role-system. if anyone fancies a play-test just say the word <3
hello friends <3 nw_wrld v0.7.0-beta just released: —Sets, tracks and modules can now be duplicated in one click —Live input activity shows in the dashboard footer as it arrives —Projects survive crashes now; saves are atomic with a rolling backup —Dashboard and projector both run lighter under live input —Modules clean up properly on teardown, so long sets stay stable lot's of clean ups and future-proofing with this one; here's to the next 6-months of the software :)
hello friends; nw_wrld v0.6.0-beta just released. a few updates to the software: —Audio threshold meters now sync with the active track —Starter modules can be rewritten and replaced from the UI —New CubeGrowth module added for 3D visualisations —Expanded tests and CI improvements for reliability the project is very much still going through it's maturing stage whilst feedback has been coming in. it's also great to see people submitting pull requests and bug fixes for the project still; thank you for being here.
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