Core Engine
About
What is Core Engine?
A 3d game engine with the goal of providing users a more interactive experience by trading off graphical fidelity.
Game Design
This engine is being written with a game concept in mind. The features of this game are still to be determined, but the abstract goals are as follows:
- One persistent shared world
- Seamless server to server handoff
- "Massively Multiplayer" functionality through instancing
- Player designed buildings
- PvP (mostly involving base attack/defense)
- Player driven economy
- Player customized items
These features outline a system for a collective experience for players, where their actions have meaning, providing many ways for self expression and person to person interaction.
Player Made Content
One of the most important features of the project, is the ability for players to contribute their own content to the game, through built-in systems. This may come in different forms, for example: T-Shirts. Another game that has proven this to be a successful feature would be Roblox. Implimentation of something like this is relatively simple.
Other, more difficult features to impliment, such as player designed buildings, would be less "profitable", but still serve a very important purpose. By giving the players tools to create content, you are able to somewhat control the output of their efforts. For buildings, you can do this by providing assets that align with the overall theme, as well as limitations on how the assets can be applied to the world.
Player Driven Economy
The economy of this game will drive almost every other feature forward, giving meaning to every action a player takes. With the features outlined on this site, you could envision a possible scenario: A player is the first one to start creating T-Shirts with a photo of the latest meme on it. They make a big investment from their ingame bank account to purchase and produce the T-Shirt items, then contact the owner of very well designed shop in a high traffic area of the world, and together they make a sizeable profit from the sale of shirts. Virtual economies serve as the "glue" for different or seemingly unrelated systems in a game like this.
Server Instancing
The biggest challenge for projects of this scale is of course networking hundreds, or thousands, of players connecting to a shared database. This engine employs instancing as a way to solve this problem. One master server will function as a "manager" for many instance servers, starting, stopping, and combining them based on the locality and actions of players in the simulated world. Every server has access to the database, communicating to it through the master server, which has the singular authority for "physical" interactions.
Development Roadmap
| Entity Component System |
Complete |
| Lighting Shader |
Complete |
| Advanced Player Controller |
In Progress |
| Building Editor |
In Progress |
| Vehicles |
Not Started |
| Weapons/Equipment |
Not Started |
| Server Instance Program |
Not Started |
| Database |
Not Started |
| Instance Manager |
Not Started |
| Local Voice Chat |
Not Started |
| Trade & Economy Systems |
Not Started |
| Alpha Test |
Not Started |
Screenshots
Contact
For any inquiries, please direct message voice_mail on Discord.