Xenocell : Introduction
by Konrad Kiss · 09/24/2008 (9:32 am) · 21 comments
This being my first blog post, let me introduce myself. My name's Konrad Kiss. I am developing a sci-fi role playing game called Xenocell.
I am cautious to use the term MMO, because on one hand, there's a shy witch hunt for mmo developers here. If a new guy starts off with an mmo, developers (partially understandibly I must add) jump at them right away. Well, add me to that list of crazy people. ;)
Another reason however why I do not like to use "MMO" is that this game is not exactly an mmo. It's more like a SLFNSMMO - which - as we all know - stands for Server Load Friendly Not So Massively Multiplayer Online game. I'll skip the part where I am trying hard to find what I'm talking about, and just say it: I want something like Guild Wars - concerning the multiplayer side of questing - except one map, where I want players of opposing factions to be in PVP. So the game's story driven, until you hit the ceiling, where it becomes faction pvp.
Anyway, I had this idea that I'd make this game. After trying to build my own engine, and spending a month to correctly display a shaded terrain, I set out to find the engine that was gonna help me achieving my goal.
By this time, I had a number of meetings with an investor, for whom I've created a detailed design document and a budget plan.
I've found Torque, and through forum posts I choose TGEA 1.0.3 instead of the stable TGE, hoping that TGEA would eventually get better attention from GG. Lucky me, a few days after I made my payment, TGEA 1.7.0 Beta 1 came out.

On the 1st of March, my daughter, Lia was born. (pic :) I thought I couldn't be happier, but then I got a call, that the investor was onboard, which not only meant that I was gonna be able to finish my game - but also, that I was gonna be able to do it all from home, and see my little girl grow up while doing it.
I was contracted to develop the game in 1.5 years. Then the project is reviewed, and if everything goes well, and content requires, then a new one is created to lengthen the development. Not only this, but with some u-bar marketing skills, I managed to get 50% of the new company that's gonna publish the game. I was pretty happy with the way I got out of nine-to-five. I too had to make sacrifices though. I gave up a nice salary, because I did not want to put weight on the company that's not even earning money yet.
Anyway, development had begun. For a while I spent time only to get familiar with TGEA and it's features like atlas, shaders. I also spent a lot of time porting old 1.0.3 and TGE resources to 1.7.0+, and beefing them up where I understood it enough to do so.
Considering the game industry, I used to be a full/part time composer. However, I did programming ever since I got my Commodore 64, so I eventually became a coder, simply, because it paid me better. I am happy with this, since I can cover the soundtrack, audio fx and the programming.
However, I am graphically challenged. The only gfx I know is 2D, and that's not something I'd be too proud of either. I was really happy to see content packs and freebies, but I knew that this was not going to be enough, so I started experimenting with Constructor.
No miracle happened. I wasn't born for this. Soon I got distracted by Constructor's plug-in system. See, the point is - I know what I want to do, I just can't seem to find the right icons. Once I see %brush.setTexturePlanes and %edit.deferMapBrushTextureLoading I feel a little more oriented.
Anyway, since I don't have enough time for the game, I figured that I would have to procedurally generate much of the content if I want to finish in time. I made a plug-in to create dungeons. First, I concentrated on tunnels, but it turned out that I can pretty much use the same plug-in for the roads of a city. I spent a lot of time to optimize brushcount, and finally this is what it looks like:

I am going to make it available soon. I will spend another month working on it to add dynamic lighting, portals, decals, textures, detail brushes. If it turns out right, I will want to put that up for sale to get a little financial extra back into the game.
Recently I concentrated more on graphics. I created a gui design base that I'm happy with. Of course it still needs some tweaks, and lots to add, but I like this look, and I've decinded to stick with it.

Because of my lack of feel for anything graphics, I've spent a week reading stuff about 2d CG painting - prerendered stuff, photoshop, etc.. I looked at how concept art is made, and today (finally huh?) I did my very first concept art for the game.
The game begins with the player crashing on an alien planet. The UNS Eden - Earth's first spaceship to leave the Solar system - is destroyed in orbit by a force that is not known at the time. Survivors crash on the northern hemisphere (snowy tundra) and near the equator (desert).

Well, I'll stop now, and leave something for my next blog. I enjoyed making this concept very much, so expect to see more. :)
Thank you for reading.
@konradkiss
KonradKiss @ GitHub
konradkiss.com
I am cautious to use the term MMO, because on one hand, there's a shy witch hunt for mmo developers here. If a new guy starts off with an mmo, developers (partially understandibly I must add) jump at them right away. Well, add me to that list of crazy people. ;)
Another reason however why I do not like to use "MMO" is that this game is not exactly an mmo. It's more like a SLFNSMMO - which - as we all know - stands for Server Load Friendly Not So Massively Multiplayer Online game. I'll skip the part where I am trying hard to find what I'm talking about, and just say it: I want something like Guild Wars - concerning the multiplayer side of questing - except one map, where I want players of opposing factions to be in PVP. So the game's story driven, until you hit the ceiling, where it becomes faction pvp.
Anyway, I had this idea that I'd make this game. After trying to build my own engine, and spending a month to correctly display a shaded terrain, I set out to find the engine that was gonna help me achieving my goal.
By this time, I had a number of meetings with an investor, for whom I've created a detailed design document and a budget plan.
I've found Torque, and through forum posts I choose TGEA 1.0.3 instead of the stable TGE, hoping that TGEA would eventually get better attention from GG. Lucky me, a few days after I made my payment, TGEA 1.7.0 Beta 1 came out.

On the 1st of March, my daughter, Lia was born. (pic :) I thought I couldn't be happier, but then I got a call, that the investor was onboard, which not only meant that I was gonna be able to finish my game - but also, that I was gonna be able to do it all from home, and see my little girl grow up while doing it.
I was contracted to develop the game in 1.5 years. Then the project is reviewed, and if everything goes well, and content requires, then a new one is created to lengthen the development. Not only this, but with some u-bar marketing skills, I managed to get 50% of the new company that's gonna publish the game. I was pretty happy with the way I got out of nine-to-five. I too had to make sacrifices though. I gave up a nice salary, because I did not want to put weight on the company that's not even earning money yet.
Anyway, development had begun. For a while I spent time only to get familiar with TGEA and it's features like atlas, shaders. I also spent a lot of time porting old 1.0.3 and TGE resources to 1.7.0+, and beefing them up where I understood it enough to do so.
Considering the game industry, I used to be a full/part time composer. However, I did programming ever since I got my Commodore 64, so I eventually became a coder, simply, because it paid me better. I am happy with this, since I can cover the soundtrack, audio fx and the programming.
However, I am graphically challenged. The only gfx I know is 2D, and that's not something I'd be too proud of either. I was really happy to see content packs and freebies, but I knew that this was not going to be enough, so I started experimenting with Constructor.
No miracle happened. I wasn't born for this. Soon I got distracted by Constructor's plug-in system. See, the point is - I know what I want to do, I just can't seem to find the right icons. Once I see %brush.setTexturePlanes and %edit.deferMapBrushTextureLoading I feel a little more oriented.
Anyway, since I don't have enough time for the game, I figured that I would have to procedurally generate much of the content if I want to finish in time. I made a plug-in to create dungeons. First, I concentrated on tunnels, but it turned out that I can pretty much use the same plug-in for the roads of a city. I spent a lot of time to optimize brushcount, and finally this is what it looks like:

I am going to make it available soon. I will spend another month working on it to add dynamic lighting, portals, decals, textures, detail brushes. If it turns out right, I will want to put that up for sale to get a little financial extra back into the game.
Recently I concentrated more on graphics. I created a gui design base that I'm happy with. Of course it still needs some tweaks, and lots to add, but I like this look, and I've decinded to stick with it.

Because of my lack of feel for anything graphics, I've spent a week reading stuff about 2d CG painting - prerendered stuff, photoshop, etc.. I looked at how concept art is made, and today (finally huh?) I did my very first concept art for the game.
The game begins with the player crashing on an alien planet. The UNS Eden - Earth's first spaceship to leave the Solar system - is destroyed in orbit by a force that is not known at the time. Survivors crash on the northern hemisphere (snowy tundra) and near the equator (desert).

Well, I'll stop now, and leave something for my next blog. I enjoyed making this concept very much, so expect to see more. :)
Thank you for reading.
@konradkiss
KonradKiss @ GitHub
konradkiss.com
About the author
http://about.me/konrad.kiss
#2
09/24/2008 (9:45 am)
Thanks David! :)
#3
09/24/2008 (9:57 am)
who did that landscape concept? its really nice did they model the cliffs and everything?
#4
09/24/2008 (10:02 am)
Gorgeous baby, and I'm drooling a bit about the plugin :)
#5
@Dave: Thank you. You know, that's the best thing to hear for a father of a girl. :) About the plug-in: I'll first pass it to Apparatus, who will do whatever it is he does to things that makes them so really cool. It'll take another week or so till then, because I want to add basic buildings to the free version.
09/24/2008 (10:24 am)
@Fleeky: I did, and the cliffs are textures from cgtextures.com. I distorted them and did my best to make them look as if they were modelled. The only renders are the guy and the alien structure in the side of the hill.@Dave: Thank you. You know, that's the best thing to hear for a father of a girl. :) About the plug-in: I'll first pass it to Apparatus, who will do whatever it is he does to things that makes them so really cool. It'll take another week or so till then, because I want to add basic buildings to the free version.
#6
09/24/2008 (10:33 am)
Really nice write-up, and I'm glad all the pieces of your life seem to be merging together. Definitely looking forward to seeing the progress of Xenocell here at GG if you can continue to find time to post!
#7
09/24/2008 (10:40 am)
@Deborah: Thank you. I will do my best. This all is way too exciting, there's little time to post! :) There are like 20 things I am trying to do at the same time. Posting in the blog is the only way for me to receive unbiased criticism about my plans, so I'm sure there's gonna be many more posts - at least until the game launches. That's where things will (hopefully) get really busy. :)
#8
Really cute girl! (I've got one too, 5 y.o.)
From what I read this project is something 'else'. Something you can't find too often, everybody being busy overusing proven game 'templates' (read - crap).
I'd say don't bother too much with the looks now - work on the game mechanics; an art pass is really easy to do when everything else works.
09/24/2008 (10:41 am)
I got it: you create art via code (see above, the ctor plugin); now, how do I do it the other way around? It's not fair.Really cute girl! (I've got one too, 5 y.o.)
From what I read this project is something 'else'. Something you can't find too often, everybody being busy overusing proven game 'templates' (read - crap).
I'd say don't bother too much with the looks now - work on the game mechanics; an art pass is really easy to do when everything else works.
#9
You're right, I know I should not worry much about the looks. But frankly, I have to keep myself interested on a level that's exciting and fun all the time.
I need to feel the urge of wanting to do this right after waking up. And that sometimes is hard if I'm working on the same thing and not making visible progress. I need to explore different aspects of the game to enjoy every minute of making it.
To tell the truth, appealing looks can keep me going for a very long time. When I have lots of negative experience hunting down a bug, I go out for a walk, and collect ambient and simple sound effects. Eventually I will get back to that bug, and fix it driven by something that's beyond that bug.
09/24/2008 (10:53 am)
@Apparatus: :) I'm glad you were given the impression that this is something else. It is, but how hard is that to show? Very. This blog is going to be a good tool to do just that.You're right, I know I should not worry much about the looks. But frankly, I have to keep myself interested on a level that's exciting and fun all the time.
I need to feel the urge of wanting to do this right after waking up. And that sometimes is hard if I'm working on the same thing and not making visible progress. I need to explore different aspects of the game to enjoy every minute of making it.
To tell the truth, appealing looks can keep me going for a very long time. When I have lots of negative experience hunting down a bug, I go out for a walk, and collect ambient and simple sound effects. Eventually I will get back to that bug, and fix it driven by something that's beyond that bug.
#10
I try to not fall into the over used game concepts, focusing on story and drama to tell a story rather then how many folks one can grind though to make level X. Love the Gui prototypes. Very Scifi.
09/24/2008 (11:35 am)
I have to agree with Apparatus, as one of those in your shoes, Fantasci: Hidden War was originally a MMO concept. I like your start, I hope that things are as exciting as this post was. I know that from experience, its a long process. I try to not fall into the over used game concepts, focusing on story and drama to tell a story rather then how many folks one can grind though to make level X. Love the Gui prototypes. Very Scifi.
#11
I too believe that story has a huge say in why a game is original, but there are players who just don't care about the story - either because they have trouble with the language, or because they just like the grinding part. I am trying to address this party as well through an innovative (? - hopefully) system that revolves around a common set of planetary resources.
I've also tried to think about how many quests I should prepare to even scratch enough, and I ended up having to make 2-3 quests a day - which I can't. So I believe that the really innovative stuff will come from limitations like this one. I have already sketched up a system to dynamically generate quests that create a unique side-story, non-repetitive, and optionally uses the player base to add an interesting twist.
09/24/2008 (11:55 am)
@Edward: Thanks! I've kept an eye on Fantasci: Hidden War for a while now - trying to learn from it as much as I can. It is definitely going to be a long process, but I'm progressing well for now. I'm trying to keep it in mind to try and leave the final 10% of the work for the second half of the development time. This is, of course, impossible. :)I too believe that story has a huge say in why a game is original, but there are players who just don't care about the story - either because they have trouble with the language, or because they just like the grinding part. I am trying to address this party as well through an innovative (? - hopefully) system that revolves around a common set of planetary resources.
I've also tried to think about how many quests I should prepare to even scratch enough, and I ended up having to make 2-3 quests a day - which I can't. So I believe that the really innovative stuff will come from limitations like this one. I have already sketched up a system to dynamically generate quests that create a unique side-story, non-repetitive, and optionally uses the player base to add an interesting twist.
#12
In other note, why in the world is this flame war on MMO's? Is it because those who might be successful are being slammed by those who know very well that they merely get a player to level somenumber let alone develop such a game? I am tired of this. Ok, I'me making a MMO. What's your problem? pathetic..
Please do not to reply to my mmo observations so we can keep this blog on the topic.
09/24/2008 (12:12 pm)
@Konrad - I am exactly at that point where there's nothing to drive me; I have a bunch of stuff on my backup DVD's (thanks PC manufacturers) and I am too lazy to dig them up. I need something fresh too to keep me going. I've been dragging a pack for showcasing SSAO for ages now; I even grew a beard :)In other note, why in the world is this flame war on MMO's? Is it because those who might be successful are being slammed by those who know very well that they merely get a player to level somenumber let alone develop such a game? I am tired of this. Ok, I'me making a MMO. What's your problem? pathetic..
Please do not to reply to my mmo observations so we can keep this blog on the topic.
#13
I was thinking about how cool it would be to have one suit for the player instead of having boots, pants, etc.. It's unnecessary complication. I decided that the suit is something central - it stores charge for your weapons, it has an AI that comments your actions through your game - adding a little humor maybe, and your suit defends you of course. It also adds the gui to your HUD - no suit, no HUD. It's something you live with in the game.
This is not something new, but found it really cool, so thinking about these just made me run to my Photoshop and start planning that gui. Knowing how it works in the game is great inspiration to me.
Now, just think about changing your suit? What changes would that make? New HUD maybe? Would you sell your suit just because it is annoying? :)
I am driven by ideas like these, and it's extremely fun to see what things are going to be like when I'm done.
09/24/2008 (12:37 pm)
@Apparatus: I know the feeling too well. That's why I have to sit down and make that gui. I was thinking about how cool it would be to have one suit for the player instead of having boots, pants, etc.. It's unnecessary complication. I decided that the suit is something central - it stores charge for your weapons, it has an AI that comments your actions through your game - adding a little humor maybe, and your suit defends you of course. It also adds the gui to your HUD - no suit, no HUD. It's something you live with in the game.
This is not something new, but found it really cool, so thinking about these just made me run to my Photoshop and start planning that gui. Knowing how it works in the game is great inspiration to me.
Now, just think about changing your suit? What changes would that make? New HUD maybe? Would you sell your suit just because it is annoying? :)
I am driven by ideas like these, and it's extremely fun to see what things are going to be like when I'm done.
#14
09/24/2008 (1:03 pm)
Suit and subsequent gameplay related things (gui, health, ammo) is not new indeed (see HalfLife) but is a nobrainer nonetheless. I can only imagine how you can change the game by manipulating this item alone - so, instead of a million pants and shirts and helmets - you get a suit. A couple of these should streamline the player experience a bit. Sure, it works only for sci-fi, but that's the idea :)
#15
Scifi is one of my favourite genres, though im not a huge mmo player im drawn to anything with a good story/style and design so i look forward to seeing more on your project
09/24/2008 (6:45 pm)
Excellent looking game and congrats on your new daughter, i have an 18 month old and i have no idea how you find the time :DScifi is one of my favourite genres, though im not a huge mmo player im drawn to anything with a good story/style and design so i look forward to seeing more on your project
#16
@Ian: Thank you very much! I know what you mean with finding the time. They say I should be happy while she's not yet running around. I can see how development becomes even harder then. :)
I too love sci-fi. I've read through most of what's available by the classics, and doing my best to find the time to go through everything that's new. My new favourite is Iain M. Banks, Consider Phlebas is probably the best thing I've ever read.
I've played - or rather tried out - almost every big MMO that came out, but I've never played more than 1-3 months except WoW. I loved Conan though, and found it to be the most innovative.
Thanks, I'll try posting often.
09/24/2008 (11:58 pm)
@Apparatus: Indeed. Small changes will make the difference. I am working on integrating text-to-speech and realtime audio postprocessing to give the suit a credible and unique character - partially - through speech. @Ian: Thank you very much! I know what you mean with finding the time. They say I should be happy while she's not yet running around. I can see how development becomes even harder then. :)
I too love sci-fi. I've read through most of what's available by the classics, and doing my best to find the time to go through everything that's new. My new favourite is Iain M. Banks, Consider Phlebas is probably the best thing I've ever read.
I've played - or rather tried out - almost every big MMO that came out, but I've never played more than 1-3 months except WoW. I loved Conan though, and found it to be the most innovative.
Thanks, I'll try posting often.
#17
12/12/2008 (5:25 am)
Always said that Konrad kiss is a Rock Star Name :)
#18
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12/12/2008 (5:29 am)
Hey Max, old friend! :) Great to see you here! Good thing you dropped by, I'm looking for someone to help me write parts of the storyline for the game. Interested? If you are, let's discuss this over on YIM maybe? (
#19
12/12/2008 (6:12 am)
I am willing to discuss, indeed I am. not on YIM but you have my email so drop me a line and we can get sorted on there re IM etc.
#20
12/12/2008 (6:25 am)
Give me an address please, I have all my old emails archived up somewhere. :) 
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