Empyrion - Galactic Survival

Empyrion - Galactic Survival

CrushedIce Jun 3, 2020 @ 6:23am
Gambling Table?
I saw a screenshot of a gambling table in this post:
https://store.steampowered.com/newshub/app/383120/view/2081167529597433051
Is it possible to use this in some way? I wasn't able to find it in creative mode.
Last edited by CrushedIce; Jun 3, 2020 @ 6:25am
< >
Showing 1-15 of 16 comments
Ɽevenant Jun 3, 2020 @ 8:01am 
I believe it is just there for POI / Scenario creators and the Devs to add into the game at some point. I don't think it will be for players to put in their builds.
ravien_ff Jun 3, 2020 @ 8:15am 
You can use it in your blueprints but it won't do anything yet. I think it's just under the crew blocks. They'll add a gold ingot to your blueprint cost.

The npc dialog is for POIs.
Matty101 Jun 3, 2020 @ 8:37am 
I'm a firm believer that every sand box multiplayer game should have some form of minigame you can play with others.

Apart from just looking cool if you walk in on people playing it, it allows for something to do while waiting for others, or during construction or blueprints etc.
Tryst49 Jun 3, 2020 @ 10:47am 
Originally posted by ravien_ff:
You can use it in your blueprints but it won't do anything yet. I think it's just under the crew blocks. They'll add a gold ingot to your blueprint cost.

The npc dialog is for POIs.
Sad that they don't allow you to make your own casino in YOUR base. NPC's can have one, why can't we? The NPC dialogue should be linked to the block, not just for POI's.
piddlefoot Jun 3, 2020 @ 11:05am 
Well if you make scenarios you have access to those files.
You could change it...
It sure looks like mini games are coming to Empyrion, which I think is great, just adds another layer of complexity and gives the ability to create more interesting stories for scenario builders.
Lerch Addams Jun 3, 2020 @ 4:22pm 
Gambling is for players who no make war on Zirax.

Waaaaagh!
Marcus Suridius Jun 4, 2020 @ 7:21am 
Hopefully we can gamble in the future, if would be good fun being on MP with a few friends having a few drinks in RL and gambling in game.
piddlefoot Jun 4, 2020 @ 9:54am 
Well thats what the devs are experimenting with !

So in the future its a good bet ........
Marcus Suridius Jun 4, 2020 @ 6:33pm 
Originally posted by piddlefoot:
Well thats what the devs are experimenting with !

So in the future its a good bet ........

2/5 on, giving 500k credit deposit, lets go.
ravien_ff Jun 4, 2020 @ 7:25pm 
Technically, multiplayer "games" using dialog are possible, but would be very tricky and awkward to do.
Tryst49 Jun 6, 2020 @ 5:54am 
Originally posted by ravien_ff:
Technically, multiplayer "games" using dialog are possible, but would be very tricky and awkward to do.
EVERY quest based MMO does it fine.
ravien_ff Jun 6, 2020 @ 8:04am 
Originally posted by Tryst49:
Originally posted by ravien_ff:
Technically, multiplayer "games" using dialog are possible, but would be very tricky and awkward to do.
EVERY quest based MMO does it fine.

I'm talking about using the current dialog system in empyrion.
piddlefoot Jun 6, 2020 @ 10:42am 
My knowledge is pretty limited on this but this is my best guess.

Most quests for most MP / SP games, from what I can tell are run in a single player environment, a separate instance.
Meaning what happens there no one else can see.
Generally , this is how its done in most MP games with side missions and stuff like that, then that data from the result, from either you loosing or winning, is sent back to server, your rank and points etc go up and presto it feels like you never left that MP environment, when really, you did.

But in Empyrion that has to work different.
In Empyrion if you do a mission etc, other players can join your game so they MUST be able to see what you see.

A lot of games go wrong here, in recent memory NMS comes to mind, a lot of games will take short cuts here because getting something like that to work without creating latency is very hard.
Some people accuse Eleon of taking short cuts, but a closer look reveals that they do a lot more work on the back end of features like this, its why we can make such a detailed scenario even now.
All of the back end, folders and proper order from the root drive folders down etc, in a system that allows us, the player, access to a heap of that code for modification, on top of, getting the feature itself to work in a MP environment where all see whats going on, really is an awesome achievement.

We might not have the polish of a NMS feature, YET, but this game sure has a much more robust back end to the point of creating our own scenarios in much much more diverse detail.

That is the holy grail of space exploration games, a system with enough diversity to create a galaxy where planets can all be a little different, not the same thing procedurally generated for ever, the same ol same ol, but a truely unique system that most games for the next 20 years will find hard to beat just because of the sheer amount of work and hours needed to put into it to get it to work properly.

About that system, there was months of debate over which system to use, 2015, being honest, I remember the numbers pretty split down the middle on this, because Minecraft did a pretty good job on procedural generation, but NMS did such a lousy job, most of the debate I remember was around that, in the end the devs went with the best system I believe, the most diverse one.

I personally think its decisions like that, that define Eleon as the gamers that are building a game, over just ''the business man'' building games.


Tryst49 Jun 7, 2020 @ 4:56am 
Originally posted by piddlefoot:
My knowledge is pretty limited on this but this is my best guess.

Most quests for most MP / SP games, from what I can tell are run in a single player environment, a separate instance.
Meaning what happens there no one else can see.
Generally , this is how its done in most MP games with side missions and stuff like that, then that data from the result, from either you loosing or winning, is sent back to server, your rank and points etc go up and presto it feels like you never left that MP environment, when really, you did.
Not necessarily. Raids have interaction between NPC's and all the players in a raid. Same goes for parties, all the players in a party see what is happening simultaneously. Although most of these happen in instances, there is no need for it as WOW managed with world bosses.
As a non-member of a raid party, you could stand back and watch them pummel a boss or get wiped as the case may be, but if you get too close, you stand the chance of one of the bosses adds attacking you as well, but you get no credit if you defeat it because you were not invited into the raid at the start.

For the purposes of NPC interaction in Empyrion, all players within a given area are automatically grouped into a party, if they leave or enter the area, they are removed or added to the party respectively, unlike the raid boss party above.
It would be a temporary party purely for the purposes of interaction with the NPC. On a PVP server, those party members are able to attack each other, although it may be good to implement a rule that prevents a player being attacked while they are interacting with the NPC, (ie: curreltly playing a hand of poker or whatever it is). The only thing the party does is allow players to all simultaneously hear the NPC and allow them all to interact.

As this grouping is done behind the scenes, there is no need to notify anyone that they have joined or left or are even in a party. For said NPC's placed by a player, the area within which party grouping takes place is fixed so you can still hear a NPC from the next room if you are still within the grouping area. The audible range can be set in the code but the grouping range can use the audible range as well. In that way, as soon as you can hear the NPC, you are automatically added to the group.

The game registers clicks to allow the NPC to deal cards only to the players who are playing and not the observers. If you click "play" the NPC deals you in. Similarly, if you take Poker for example, and sacrifice two cards for two more from the dealer, you select the cards to sacrifice and the dealer will deal you the same number of cards according to your turn. Same with folding, and raising or matching stakes. Since players may not be able to use voice, the dealer says in turn what the players are doing as their turn comes. "Player 1 raises two credits", "Player 2 sacrifices one card", "Player 3 folds". Then the players know what the others are doing before they take their turn.
If there are a fixed number of players that can play in any hand, others who clicked too late are notified that the max players has been reached and they are simply observers.

It's not all that difficult to define, although I am not sure how flexible Unity is with this.
piddlefoot Jun 7, 2020 @ 10:54am 
That might be true for WOW, but they are not using the same engine.

My VERY limited knowledge of WOW is that its a custom game engine, created specifically for first person shooters.
This game engine is designed to be an MMO engine, its so different to Unity, your comparing a Ferrari to a box of rice bubbles.

So its completely different, the environment the game operates inside.

What Im saying is, you cant compare these games and give a logical reason to why it should be done the same, when both operating environments are different.

If we forget MMOs and focus on games that are not MMOs, what Empyrion does and how it does it is much rarer.
In Empyrion there is NO time at which other players can not see everything happening in that MP environment, Eleon have a constant live MP environment, other games instance this because it gives more PC power ie less lag.
Empyrion simply does not have that option.
Even when you go through a stargate in Empyrion and literally start a new instance of the game, in Empyrions environment, those instances MUST be capable of having other players join and interact inside of that instance.
The occasional game like WOW with a specialised game engine, specifically designed to do those things, is not what Empyrions game engine does, Unity creates multiple threads inside of Enlighten, an internal part of Unity, it then spreads those split threads over your multi core CPU, then it performs a little magic and puts all of those threads, once processed, back together, it syncs the threads back to a main thread and the data is ready to go to your graphics card.

Completely different to WOW.

In WOW, can you build bases and ship with thousands of blocks in any shape you like ?

There is the main reason ''other'' games can ''appear'' to do more, when really they are doing much much less.

Most MMO game engines are designed to run across multiple servers, using the processing power of multiple servers, and keep in mind these servers can have the latest 32 core CPUs, giving a whopping 64 thread count and just tons and tons of RAM, now Empyrions game environment MUST run inside of a Desktop PC.

This game needs to run on a 4core CPU min.

So there are so many differences there, we really cant compare fairly or very accurately, but if you look at what each game is doing, and how it does it, you can see its two very different environments, two very different approaches to a similar problem.

Empyrion could be considered one of the first MINI MMOs, this is a 2015 game, very very few games in 2015 could even dream of doing what Empyrion could do, because of how the devs set up the game inside the game engine, taking advantage of Unities multicore processing abilities. Given it was 2016 when they got that all in order.

In 2015, Eleon were ahead of there day in there thinking.

Ironically, Unity / Empyrion is capable of starting dozens of instances, inside of the same game, its processing power is incredible when pushed to its limits, but its not the fastest processor of data, like Unreal Engine is a bit faster at that, but can it do as much in other areas.

I think all game engines have weaknesses and strengths.

Unity, though not the fastest renderer, is so versatile and has so many options, its hard to beat for a block building game, even though it was never really designed for block type games in the first place, those features were added over time, and Unity has a strong point there, its own development team, it gets constant updates, every year or so Empyrion moves to the new version of Unity, which then gives our devs the ability to bring features not possible before, so it has advantages too.

Anyway, cool chat.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Jun 3, 2020 @ 6:23am
Posts: 16