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Paxitium is a work-in-progress survival game set in the early 1900s. Facing obstacles ranging from natural needs such as hunger and thirst to dangerous wildlife and unfriendly human NPCs, the player must choose a role and survive in the wilderness. Eventually through venturing multiple neighboring islands, the player is able to discover numerous clues related to the background of the world they are in. Basic gameplay will include construction of structures for protection from enemies, looting items from abandoned towns, and more. Cooperation between players is highly encouraged, and the servers will offer extensive customization to settings such as PvP/PvE, day cycle length, difficulty of AI, and much more, to create a fresh experience for players.

Report RSS Paxitium Devlog #1: Network Conversion

Welcome to our very first devlog of our upcoming survival co-op game called Paxitium! About 2 weeks ago, we have posted an update video, which you can check out down below. The purpose of these dev logs are to inform viewers on what he have changed through the past week. We plan to push these updates out weekly, including some added features and improvements in general.

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Welcome to our very first devlog of our upcoming survival co-op game called Paxitium! About 2 weeks ago, we have posted an update video, which you can check out HERE. The purpose of these dev logs are to inform viewers on what he have changed through the past week. We plan to push these updates out weekly, including some added features and improvements in general.

This week, we were unable to get a massive amount of work done, but we did manage to finish converting all the net-code to a new networking engine (switched from Photon to Bolt Engine). This will allow for player-hosted servers, as well as dedicated servers in the future, improving overall workflow and maintainability. The heavily reduced bandwidth and advanced interpolation algorithms will also result in smoother multiplayer gameplay. This also allows LAN discovery for easier identification of servers hosted in your very own network.

Regardless of the massive amount of time it took out of this week, we were able to improve several things. First, we improved the steering to behave more realistically, and takes far more time to reach the maximum turn angle. This makes the car less mobile unless if you slow down when approaching corners or sharp turns. The steering wheel also rotates more realistically in revolutions, as opposed to just tilting it 45 degrees.

Steering Demonstration (GIF)

New steering mechanic

For a high quality video (MP4), click HERE


We have also started working on our first island in the actual game (you might have seen this already in the images section), featuring a massive tower in the middle to serve as a unique monument. It is HIGHLY work-in-progress, and is planned to have a lot more objects, villages, and enemies to populate the empty space. Some screenshots of the scenery are down below.

Novokrasnaya Island, Harbor Fields

Harbor Fields Sunrise

Harbor Fields


Tower on a small mountain

Novokrasnaya Tower


In addition to a new map, we have also successfully added looking up/down animations. Each of them being different depending on the item you are holding (none, one-handed, two-handed). Here are some GIFs.

No item, looking up and down

No item looking up and down


One-handed item, looking up and down


Two-handed item, looking up and down (WIP)


As mentioned before, the Bolt framework conversion drained up most of the time that could be used to develop new features. However, converting to Bolt was a necessary choice, since it will provide improved reliability, bandwidth optimization, and local co-op. We apologize if this week doesn't have many changes to show, but keep in mind there were many revamps under-the-hood.

Full changelog:

  • Rewritten multiplayer from Photon Cloud to Bolt (took up most of the time).
  • Added a new and first island to the main map.
  • Day/night cycle is more accurate and optimized, using internal server time to synchronize rather than events.
  • Started to rework floating origin system (to avoid floating point graphic issues)
  • Started improvements on whole AI system using RAIN.
  • Steering is much more advanced and takes time, requiring vehicles, such as cars, to slow down when making a sharp turn. Bicycles have a faster turning rate, therefore, easier to control.
  • The server is able to ban/kick people through the console based on account or their remote IP.

Hopefully you guys enjoyed what you saw, and we will see you in next week's devlog! We are aiming to complete the floating origin system, and a new AI system by next week.

Thanks for reading,

Kevin - Luton Studios

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Skydante
Skydante

Nice work !

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Paxitium
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Windows
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Luton Studios
Engine
Unity
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