
Not every planet will contain every type of resource, and mined resources won’t respawn in Dual Universe, he tells me, speculating that prospecting and scouting could become as valuable a role as mining. As a restriction, he says, maybe you’ll need some kind of oxygen tank or other equipment to move deep underground. He starts speculating with confidence about the players who will decide to, in this game of millions of planets, build, live, and work underground. Late in the demo, Baillie burrows a hole a few dozen meters underground, easily carving out a wide tunnel with one of the game’s world editing tools. Oppositely, the freedom to dig in Dual Universe seems interesting. The way that the biggest geological details of the planet aren’t abstracted away when we move out into space-the peaks of a mountain range are plainly visible from orbit.

The way the halo of atmosphere that surrounds each planet blooms out into space. In the pre-pre-alpha build I’m shown, choppy framerate and all, there are are couple moments of legitimate beauty. And draw progressively something solid that is getting more and more refined over time.” Life signs

“This is the philosophy, the way we want to build: we want to start quite small in features and in the number of people that might be in the game. “It’s something that is meant to evolve … If you look at EVE Online, they’ve been there for more than 10 years, so there’s a lot of time to introduce interesting developments, and to listen to the community and orient your priorities,” he says. Like EVE, he says, he wants to stage the development of Dual Universe over the course of several expansions-it’s an experience that Novaquark plans to create over a long period. And also to show progress, I think.”īaillie hasn’t spent his career developing games-he actually has a background in robotics and AI-but based on his praise of player-authored storytelling you could probably guess that he’s a massive fan of EVE Online, one of Dual Universe’s big inspirations. “People will extrapolate … but the only remedy for that is to have clear communication and have gameplay at the beginning that’s good. “The only thing we can do is to communicate properly,” Baillie tells me. It’s encouraging to have that kind of transparency at the outset from a project of this nature. The gameplay walkthrough I’m given closely resembles this July video, and it’s unapologetically evident that, right now, Dual Universe isn’t far past its origins as a tech demo. Second, although I haven’t seen a populated world myself, Novaquark isn’t camouflaging the current state of the game.

After the release, development will continue as the idea of Dual Universe is to create a lasting game that will evolve with its player base." You can expect a beta phase for the second half of 2017 and an official release in 2018.
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Typically a game of this size will take 12-24 months from alpha to full launch. There will be different ways to be selected, see the forum for details. We aim to have a playable alpha version open to a limited number of people in the second half of 2016.

From the Dual Universe website: "Dual Universe is an ambitious, long-term project.
