TechLord
(TechLord)
July 24, 2019, 9:39pm
7
TheGameDevStore:
God of Dreams
For me, this is a dream come true.. . I’m a hardcore advocate of modular entity construction. All of my game designs are based this methodology. I foresee in the very near future with increased processing speed and generative design, true High Density Modularity will become primary method of game and film real-time development. I’m starting now, adopting modular work flows and in-game construction techniques.
A few years back, I worked everyday on a Universal Modular Entity Construction Hierarchal System (UMECHS) . The idea at the time, was to create a standardize library of interchangeable 3D parts for various types of 3D entities. UMECHS morphed into the Mystique Entity System .
To support Mystique Entity System , I realized I needed 3D Artists and a open marketplace where artist could publish various high quality interchangeable parts were Game Developers could customize the entities they wanted to purchase for use in their game. But why have a basic 2D website when the assets are 3D? Thus the concept of 3D Marketplace was born, the Hierarch Emporium . Unfortunately, this concept was put on the back-burner to pursue Dragons-Gold .
I have to admit the ‘God of Dreams’ could be unique MMO Sandbox mixing all the different art styles together.
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px][FONT=times new roman][COLOR=#000000]**
https://arcadekomodo.com/home/wp-content/uploads/2014/07/hierarchemporiumbar.png
Mystique Entity™ **
The Mystique Entity™ System is the brand name for the Universal Modular Entity Construction Hierarchical System (UMECHS*) Authoring process. UMECHS* is a system of processes that includes: [/COLOR][/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Specifications[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Templates: Rig & Base Mesh[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Version Control[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Centralized Repository[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Application Modules: Entity Customization Interface[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Licensing[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Body of Administration
(HierArch Consortium). [/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]UMECHS* was conceived specifically for authoring Modular Entities with Interchangeable Parts sold to the masses via online marketplaces. Motivations are to mutually benefit Artists and Game Devs:
Provide Game & Producers:[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Mass Customization in which Interchangeable Parts can be mixed and matched to create an endless combination of unique Entities.[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Modular Entities/Interchangeable parts suitable for in-game prefabrication, player customization, destruction/dismemberment FX.[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px][FONT=times new roman][COLOR=#000000]Scalable Bundling Options with greater granularity. Design the Bundle that fits their Budget. [/COLOR][/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Provide Modeler & Animators:[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Managed System for authoring and cataloging templates: Core Rigs & Base Meshes.[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px][FONT=times new roman][COLOR=#000000]Distributed Authoring in which the workload is divided [FONT=times new roman][FONT=times new roman][COLOR=#000000]between several Artists to minimize production time.[/COLOR][/COLOR][/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px][FONT=times new roman][COLOR=#000000][FONT=times new roman][COLOR=#000000]Authoring Scalability is which Artists can produce one, some, or all the parts. Artist can even specialize in authoring specific types of Parts.[/COLOR][/COLOR][/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px][FONT=times new roman][COLOR=#000000]Parts Version Control. Swap out existing or work-in-progress Parts with improved u[FONT=times new roman][COLOR=#000000]pdated versions over a period of time.[/COLOR] [/COLOR][/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px][FONT=times new roman][COLOR=#000000][FONT=times new roman][COLOR=#000000]Maximize Profit potential by diversifying Assets in Scalable Bundles.[/COLOR] [/COLOR][/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]The UMECHS* Authoring Process is similar to DAZ3D Genesis . It provides a core rig and base body/parts in which a huge range of other 3D Entities can be derived using morph targets, sockets, and material layers. UMECHS applies this methodology to common entity types found in 3D Games:[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Character & Creature Head/Body[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Vehicles/Crafts[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Machines[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Weapons[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Architecture[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Structures[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Furniture[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Plants[/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]Hybrids [/SIZE][/COLOR][/SIZE]
[FONT=times new roman][FONT=times new roman][SIZE=12px][COLOR=#000000][SIZE=10px]UMECHS is a open system in which Artist create new core rigs and base body parts or extend existing ones to evolving hierarchy of styles (ie: Master Rig and Re-targeting Compatibility). There are minimal layers of management for Quality Assurance (inspect and ensure Parts meet the UMECHS* specification and Game/Application compatibility) and Database Entity Base Mesh/Parts in the HierArch Compendium.[/SIZE][/COLOR][/SIZE]