Search - Death 3D

If you've been wondering why there hasn't been a My Colony 2 update for the last several weeks, it's because I decided to finally complete another game in the My Colony Universe that I started back in 2018 - Death 3D!

Death 3D has now finally hit v1.0.0, and with it comes the completion of the premium episode (the Pegasus), along with new map editing tools, new scripting options, gamepad control improvements, bug fixes, and more.

Finish the fight with the two new Episode 2 campaign maps that finish out the Death 3D story. First is E2M7 - The Brig. Here, you will help a fellow prisoner escape from his cell, incite a prison riot, and cause general havoc among the Galactic Freight guards and staff!


Having cleared the rest of the ship, you will finally arrive at E2M8 - The Bridge, where you will finally come face to face with the captain of the Pegasus, none other than Wurm (from Deimos fame).


If you are familiar with the Deimos trilogy story, you will know that poor Wurm has had a tough life, and in E2M8, you will finally be putting him out of his misery, all in the name of freedom for the League of Independent States!

Lore Updated

To go along with the finalization of the canon events portrayed in the Death 3D storyline, I have updated the My Colony Universe Wiki articles on Wurm and The Pegasus. If you have any interest in the My Colony Universe lore and storyline, I highly suggest checking out the articles, but keep in mind, they contain several Death 3D storyline spoilers.

What Comes Next?

I had initially envisioned Death 3D to have a third episode titled "Death on Earth," however the current game engine is not really adequate to carry out the story and gameplay that I have in mind. Therefore, at some future period, I will release a followup game called Death II - Death on Earth, with will be the flagship title for a new and far more capable First Person Shooter engine.

As for the current Death 3D game engine, it is currently also being employed for the game Dungeon Infinity, as well as another game I have been working on titled Wizards and Dungeons. I also plan to use it for one final title, which is going to be a real-time 3D adaptation of the Deimos trilogy, probably called Deimos 3D.

In the meantime though, I will be returning to work on My Colony 2, which I plan to release onto iOS this month, as well as a new turn based strategy game I am working on called Terra Nova, which will be available in beta form on my website later this month as well.

Until then, head over to Ape Web Apps or your favorite app store and check out Death 3D!

https://www.apewebapps.com/death-3d/

#death3d #deimos
3y ago
The Death 3D engine (which also powers the game Dungeon Infinity) was my last major project waiting to be migrated off of the old Web App Core platform and onto it's own domain, and this project took way more time than I had anticipated, but now at last Death 3D v2.0.0 has arrived, with an almost total rewrite of most of the engine code.


The changes in this update are extremely numerous so I will not bother posting all of them, but I will hit on the major ones.

First off, the game itself can now be found at the following URL:

https://play.death3d.com/

Also, the Death 3D Map Editor has been yanked out of the base Death 3D game and is now hosted at it's own sub domain (along with a slight ui refresh):

https://editor.death3d.com/

The Editor is now it's own stand alone application, and can now be updated and improved independently of the base Death 3D game.


The biggest improvement to the editor is the new Test Map button, which allows you to jump into Death 3D and test out your changes with out first saving your map, closing the editor, loading the game, and going back, etc. It is now a lot quicker to develop and test Death 3D maps.

Moving on, every single menu in the game is now GPU rendered, with the rare exception of a couple of pop-up dialog boxes. This is to enable all menus to work in a VR headset, such as a Quest 3. Death 3D is now 100% playable with all features available in full immersive VR mode if you have a headset capable of WebXR.


For mobile users, the touch screen interface has been completely revamped as well. The game now utilizes virtual on-screen analog sticks for movement and looking. Of course all platforms have full gamepad and keyboard/mouse support.


The game now defaults to all video settings on low for all platforms, just so there is good performance out of the box. If you have a capable GPU, I suggest going into engine settings and turning on Lighting Engine and Bumpmapping Engine for the best experience. I do not suggest using the realtime shadows, and music also seems to impact performance a bit.

The new Death 3D rewrite is currently live on the Web platform only, and if there are no glaring bugs, I will release the new version to the various app stores probably next month some time. I will also be bringing the new engine to Dungeon Infinity soon.

At some point (when I ever have time) I want to do a pretty big revamp of the map editor, since it is now a bit dated, especially when compared to the editor used in Raycast Studio. But that is a project for another time. Until then, enjoy the Death update!

#death3d
9mo ago
Since first coming up with the idea and implementing the engine for Death 3d, I have learned a lot more about javascript graphics rendering, and as such I have decided to undertake the work to completely rewrite the Death 3d rendering engine from the current software canvas model, porting it over to WebGL. This change allows for better performance, higher resolutions, floor/ceiling textures, and dynamic lights, among other things. The work started earlier this week, and a lot of progress has already been made. For example, see below for the same scene, first rendered with the current Death 3d engine, and then below using the new WebGL engine.


The current Death 3d software rendering engine

The upcoming WebGL based rendering engine
Most of the work remaining is related to reworking some maps to be compatible with the new engine. For example, most of the current maps were not designed with lighting in mind, and so in many areas, the placement of ceiling lights either doesn't make sense or just does not exist, leaving rooms either too dark or looking strange. Also, since the old floor casting work was only experimental, most levels do not yet include floor and ceiling map layouts, and those will have to be added to each. There is also a whole new wave of visual improvements that I can add to the existing maps by taking advantage of new features that I have added to the new rendering engine.


The current Death 3d software rendering engine

The current Death 3d software rendering engine
While not many people play Death 3d (yet!), the performance gains made by porting to WebGL will allow me to bring the game to other platforms where it previously was not possible, such as iOS and Amazon Fire tablet and TV devices. And if nothing else, the work done on rewriting the engine has gone a long way towards increasing my knowledge of WebGL programming, and will be helpful to use on other projects in the future.

This is but the first of several changes I have in store for Death 3d. When the new engine is complete, I want to finish off the single player campaign, which is currently incomplete. Some of the existing maps will be reworked, as the new lighting effects allows for adding an element of suspense/fear to the game which was currently not possible. I also plan big updates to the multiplayer game, adding different game types, teams, capture the flag games, and more. I also plan on implementing an always on WebSocket based multiplayer server hosted by Ape Apps, so that even people on the web version of the game can play online multiplayer. There will also be a new game lobby making multiplayer matchmaking easier.

Even though Death 3d is not one of my more popular titles, it is still one of my favorite projects. I used to love making maps for Doom when I was a kid, and that was the main reason I had with making Death 3d (which is why the game has the map editor built-in). I plan to keep improving the engine and adding features until I think it matches or surpasses the old school Doom engine, at which point I may start porting the engine work over to different game genres that I have in mind.

#death3d
5y ago
There are two new Beta releases coming this weekend that both tie in together: Death 3d and My Tokens. Death 3d is an old school style first person shooter with built-in map editor and online multiplayer. My Tokens is a custom avatar-creation app that lets you make little characters that will appear in different Ape Apps games. Death 3d is the first game to utilize the feature. Here is a video example of My Tokens appearing in Death 3d multiplayer:

The Death 3d beta is on Web and the Ape Apps Launcher, but due to internet browser security restrictions, online and LAN multiplayer are exclusive to the Ape Apps Launcher version. The Ape Apps Launcher is free though, and you can get it here:
https://market.ape-apps.com/ape-apps-launcher.html

My Tokens is in beta, but you can access it from the web right now from here:
https://www.apewebapps.com/my-tokens/

Be sure to sign in using your Ape Apps account to be able to use your Tokens in other games. You can also use the My Tokens app to create custom avatars for the forum here.

As of this moment, Death 3d with LAN multiplayer is already live on the Ape Apps launcher with v 0.0.1. If you have two or more PC's on a local network, feel free to try our LAN multiplayer. In a few days, v0.0.2 will be arriving on the Ape Apps Launcher with My Tokens support and Online multiplayer. Both Death 3d and My Tokens betas will also be coming to Android in early April.
6y ago
You probably weren't expecting back-to-back Death 3d updates this month, but that's what's happening as v1.16.0 has now been finalized and should be hitting all markets in the coming days! After the last update, I found myself in a Death 3d mood, and I've made a few improvements across the board. Let's take a look!

Firstly, a small change but one that I think looks a lot better, I have replaced the little "Key Required" popup toast at the bottom of the screen with a new message indicator in the top half of the screen.


This indication area will also alert you when you have found a secret as well as a few other things, but more on that later.

Secondly, the new Map Shop introduced in the last update is off to a reasonable start, with offerings from myself, @stupidsilentandas , @itsliseczeq , and @notnumberone , but two important features were missing. Firstly, downloaded maps were not showing up in the new Multiplayer game creation screen, and secondly, maps would not auto-update. Both of those are now fixed. The auto-update is especially good and very seamless. If you submit a map to the map shop, and later want to make changes, just edit the map in the editor again and choose to submit it to the shop again. The server will recognize that it is an update, and automatically update the map for people who have downloaded it the next time they are in-game.

Next up, I have never liked how Death 3d handled end-of-level events. On a custom map, your player just died, and on Campaign it just jumped straight to the next level. In v1.16.0, I have changed this by adding the new End of Level report!


This looks a bit nicer, and also lets you know if you've killed everyone and found all items/secrets.

Speaking of secrets, the map editor now allows you to deliberately specify an area as being secret. Just right-click on a tile and mark it as secret. In a coming update, I am going to allow you to set any wall tile as a door, so you can make secret passageways easier.

The map editor now also let's you define a trigger as being single-use only. I added this mainly for my Map Shop map called Deadhouse. There is a room where the lights are supposed to shut off when you enter while 3 enemies teleport in, but since the trigger kept activating over and over when you were standing on the tile, the lights just flashed on and off repeatedly. With the switch to a single-use trigger, the light stays off and the battle begins.

Finally, Deathmatch games now have killing sprees, sort of like in Unreal Tournament games. You can even get a M M M M MONSTER KILL, at least from a technical standpoint. I haven't had the skill to actually get one myself yet in testing.

Anyway, that is the lowdown on today's Death 3d update. In the coming weeks I am looking forward to completing the Pegasus campaign and moving on to Episode III - Death on Earth!

And if you haven't tried Death 3d yet, find it here: https://www.apewebapps.com/death-3d/

#death3d
3y ago
I haven't developed any "lore" yet exactly, but I do consider My Colony to fit in to the "universe" of a few of my other games, and that gives it some slight backstory. I have also thought of the timeline of these games and where everything fits in.

The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
  1. High Noon (half)
  2. Deimos
  3. Sarge
  4. End of the Earth
  5. High Noon (half)
  6. My Colony
  7. Death 3d
  8. Colony Wars
The positioning of My Colony is not hard set, because it doesn't necessarily have a story line and can really fit in anywhere, but I put it before Death 3d because the Zolarg and the LIS are both known to United Earth by the time of Death 3d.

The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.

Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.

Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.

As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.

So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
7y ago
bastecklein said:I haven't developed any "lore" yet exactly, but I do consider My Colony to fit in to the "universe" of a few of my other games, and that gives it some slight backstory. I have also thought of the timeline of these games and where everything fits in.

The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
  1. High Noon (half)
  2. Deimos
  3. Sarge
  4. End of the Earth
  5. High Noon (half)
  6. My Colony
  7. Death 3d
  8. Colony Wars
The positioning of My Colony is not hard set, because it doesn't necessarily have a story line and can really fit in anywhere, but I put it before Death 3d because the Zolarg and the LIS are both known to United Earth by the time of Death 3d.

The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.

Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.

Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.

As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.

So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.


Woah woah woah woah woah woah WOAH! btw new game colony wars WOAH, will it become a thing?
7y ago
Today I am pleased to announce that Death 3d has been updated to v0.0.5. This beta release brings several important bug fixes, campaign progress saving, and memory usage reductions. It also brings mobile UI and improved touch screen controls. As such, Death 3d v0.0.5 has just been published to Google Play, and should be available shortly by clicking on the below link:

https://play.google.com/store/apps/details?id=com.ape.games.death3d

Death 3d is also available for Windows 10 (find it on the Windows Store) and on the Ape Apps Launcher.

Cross-platform online multiplayer is ready to go for players using Ape Apps Launcher, Android, and Windows 10. On the Ape Apps Launcher or Windows 10, you can create your own online server for others to join. On all platforms, you can also play WiFi local multiplayer cross-platform on all versions. So tell your friends to download the game and get your deathmatch on!

Big changes were made to the resource loading and rendering engine with this release, so there may be some minor graphical glitches. There is also an issue where death animation sprites do not render correctly when using an AI opponent created using My Tokens. These are minor issues though, and should be corrected in the near future.

That's about all for this update. If the controls seem to work fine on Android and people are not having any major issues, Death 3d will be arriving on iOS in the not too distant future, so stay tuned for more!
6y ago
I have finally completed Episode 1 - Lunar 3 of Death 3D! Death 3D will eventually have a three episode campaign story, and work now begins on Episode 2 - The Pegasus. While you await Episode 2 though, you can now view a playthrough of the entire first episode on this YouTube playlist!

Or if you want to watch it now, I have embedded the entire Episode 1 campaign into this post. Enjoy!

E1M1 - Breakout



E1M2 - Maintenance



E1M3 - The Warehouse



E1M4 - Staff Housing



E1M5 - Cold Storage



E1M6 - Minimum Security



E1M7 - Officers Lounge



E1M8 - Transporter Room


I do not expect the second and third episodes to take as long to complete as Episode 1, which was created while also building the game engine. Once Episode 2 is complete, Death 3D will be coming to iOS, and when Episode 3 is complete, it will be coming to Steam as well. Until then, you can play Death 3D on Android, on Windows 10 or in your web browser of choice, but the best way to play the game is through the Ape Apps Launcher for Windows, macOS, and Linux. Enjoy!

#death3d
5y ago
Today after many months for on-and-off development, I have finally released the v0.7.0 patch for Death 3d to Android and the Web.

https://play.google.com/store/apps/details?id=com.ape.games.death3d
https://www.apewebapps.com/death-3d/

This update contains loads of changes, including a complete re-write of the multiplayer code, most of the rendering engine, the lighting engine, and remasterings of every map in the game. Let's take a look at what has changed.

Heightmaps

As I had mentioned six months ago now in this post, support for heightmaps has been added to the game engine. Prior to this release, maps could only be flat, with a fixed room height of 1 tile. This is no longer the case.


The new change introduces support for variable room heights, different floor elevations (including stairways), objects hanging from the ceilings (like vents or computer panels, etc), and movable floor platforms, like elevators. This gives maps a lot more character and dynamic.


Lighting Engine

The texture and lighting engine introduced in v0.6.0 actually looked quite nice, but it was a killer on game performance. Lights were object based, and certain light points could be placed at various locations in the map. For this release, I have moved to a more performant sector-based lighting system (similar to games like classic Doom). Admittedly, this does not look as pretty. That said, the performance is way better, and it does sort of fit in better with the overall "cartoonish" atmosphere of the game. Sectors can have different lighting intensities and colors.


Multiplayer

The multiplayer engine has been completely revamped and improved. The game now supports native online multiplayer in-browser without the need for the Ape Web Apps Desktop Bridge software. Multiplayer now works cross-platform between Web, Android, and Ape Apps Launcher, and many of the existing multiplayer bugs have been eliminated. It should now be easier than even to setup or join an online multiplayer deathmatch.

Just for good measure, here is a little bit of multiplayer footage from the latest patch, played on the Don't Fall map, which has also been remastered with new lighting and heightmaps, as well as other improvements allowed by the latest engine updates.


Weapons

The Rocket launcher has gotten a big upgrade. Before now, only a direct-hit from a rocket would drop an enemy. Now, the rocket launcher carries blast radius damage, just as it should. You basically only need to hit a rocket near somebody in order to take them down.

In addition to the rocket launcher, the brand new shotgun now joins the weapons lineup.


The shotgun packs a major punch at close range, and can take out most enemies in one shot if you are at or near point-blank.

Campaign

The last update completed the Episode 1 campaign, and this update begins the new Episode 2 campaign - The Pegasus, with three new campaign maps. Following your escape from the Lunar 3 prison in Episode 1, you find yourself stowed away on the Pegasus, a heavy cargo hauler operated by Galactic Freight. Galactic Freight is known for their brutality and lawlessness, and is able to get away with it due to their personal connections to the United Earth General Assembly. Like Episode 1, Episode 2 will also be an 8 part campaign.

Coming Next

What is on the drawing board for the coming updates? Firstly, I want to add "Capture the Flag" mode to multiplayer. I also want to allow multiplayer co-op for both packaged campaign maps, as well as user-created single player maps. I'd like to add full TV and gamepad support, as well as non-combatant NPC characters that you can either talk to or have join your party (sort of like the security guards in Half Life). I also need to finish Episode 2, and I do have an Episode 3 planned as well.

Although a full game in it's own right, Death 3d also serves as a test-bed for the development of my own 3d game engine that I can use in other projects as well, sort of like how the rendering engine for My Land eventually branched out to power games like My Colony, My Starship, Gone Rogue, and even the built-in level editor for Death 3d. Death 3d has actually spawned two new rendering engines for me, a pure raycaster Software engine that was used up until v0.3, and a WebGL based hardware rendering engine. The two are mostly interchangeable up until this update, with the added heightmap support which is only available on the WebGL hardware engine. The software raycaster does work better on older devices though, and may ultimately be utilized in some future projects that do not require different room and floor heights.

But anyway, that is all for this update to Death 3d. Stay tuned for more!
4y ago
Today I am putting the finishing touches on Death 3d v0.15.0, which comes with some exciting new changes and updates!

First of all, e2m6 - Engineering has been added to the Pegasus campaign.


In this level, you must fight your way through the Galactic Freight Pegasus' main engineering deck.

Next, an exciting new feature has been added to the game - the Map Shop! The built-in level editor has a new menu option Submit to Map Shop, which will allow you to upload your custom map to the Ape Apps server. The map will then be available to download for all users in the new Map Shop browser that is available in the also new and redesigned Play Game screen.


You can make updates to your map and submit them to the Map Shop too, and eventually players' downloaded maps will auto-update. I just forgot to add that part in when I was finalizing the release, but custom map auto-updating will be functional in the next update. I have added the first map to the map shop, Lunar Outpost, which features a Galactic Freight piracy assault on a United Earth lunar base. The map also demonstrates some NPC scripting if you can locate the hidden scientist.

Moving on, the Map Editor now let's you embed custom map tile textures into your maps!


You can add as many custom textures to your map as you like, although they will obviously increase the file size of your map. Custom textures can be used anywhere a regular texture is used, and maps with custom textures are supported in the new Map Shop as well.

The Map Editor has also gained to features for NPC characters. You can now select the weapon that an NPC is holding (or make them completely unarmed). Pairing the custom NPC weapon with the NPC script event to turn the NPC into an enemy, you can now effectively customize the weapon of any enemy (as previously requested by @stupidsilentandas ). I will probably add the custom weapon option directly to enemies at some point, I just haven't gotten to it yet.


NPC's also have a new script action, Explode. This is a ridiculous action that, as the name suggests, causes the NPC to spontaneously explode, gibbing his body and causing damage to nearby players. I am thinking of making an "NPC Funhouse" map for the Map Shop that demonstrates some of the things you can do to the poor NPC characters in the game.

Additionally, you can now add custom text dialog to NPC scripts, allowing you to add an element of story and dialog to your custom maps.

The map editor now lets you set any wall tile to "offset" (or half size). You can find the option by right-clicking on a wall tile on the map.

Finally, there is now spawn/teleport fragging. If you spawn or teleport on top of another player or enemy, they will instantly die in brutal fashion.

Anyway, that is it for today's Death 3d update. I plan on adding a lot more over the coming months, as well as a lot more custom maps to the Map Shop. I will also be further expanding the Map Shop by adding feedback and ratings, so map creators can look at how many people have tried their map and view their feedback. I also want to add multiplayer to the current "single player" game modes, so that you can do a co-op campaign or custom map. I also want to greatly expand NPC scripting, because I have a cool idea for a new game based on the Death 3d engine that takes place again in the My Colony Universe, but plays as a continuous story driven game like Half Life.

And of course, if you haven't played Death 3d yet, you can get it right now on the Ape Market or through the various app stores:
https://market.ape-apps.com/death-3d.html

#death3d
3y ago
Previous to now, Death 3d maps have always been flat, as in all floors and ceilings were at the same height, and all walls were the same height. This made the levels basically flat, similar to Wolfenstein 3d. Today I am happy to announce that in the upcoming Death 3d v0.7.0 patch, the engine now supports map layouts with varying floor/ceiling/wall heights, more similar to Doom. This will allow for far more dynamic map layouts for the upcoming Episode 2 campaign.

Over the last couple of updates, the Death engine has gained floor damage, teleporter, and now height map support. Next on the agenda is support for elevators, as well as custom switches that do other things (lower/raise a floor, teleport in enemies, open or unlock a remote door, etc). These new engine features should make Episode 2 quite a bit more interesting than Ep1 (which is also great, of course).

If you haven't played Episode 1 yet, it's totally free, and you can check it out on Web, Android, Ape Apps Launcher, or Windows 10:
https://apps.ape-apps.com/death-3d/

Or you can watch the complete Episode 1 walkthrough here:
https://www.ape-apps.com/viewpage.php?p=30559

Much more greatness for Death 3d to come!

#death3d
5y ago
Death 3D Virtual Reality Mode

As of v0.17.0, Death 3D now supports Virtual Reality mode on mobile (and mobile web) using a VR headset and bluetooth gamepad! This feature is still experimental and may not work on all devices. This thread will explain how the feature works, how to set it up, and what equipment it was tested under.

First, to enable VR Mode, you must open the Engine Settings menu and enable the VR Mode option. You shouldn't have to restart the app, but you may have to if it doesn't work right away. You will know if your game is in VR mode if you see a VR Mode Help option on the title screen.

VR Mode consists of the following components working together:

Stereoscopic 3D Rendering: The game scene is rendered in stereoscopic mode for use in a VR headset (the kind that you put your phone into). You can use a headset such as Google Cardboard, but for testing and development, the following low-cost headset from Amazon was used, and I can confirm that it displays the 3D effect properly on both an Android Motorola G6 phone and on an Apple iPhone 12 Mini phone:


Bluetooth Gamepad: Since your phone will be inside of a VR headset, you will not be able to use the touchscreen controls, obviously. Luckily, Death 3D has full in-game controller support (you may need to use the touch screen to navigate menus though). On Android, pretty much any gamepad will work, but the iPhone only works with specific models, such as the official Xbox and Playstation controllers. The controls are mapped and tested using an Xbox gamepad, so if your controller has a similar layout to an Xbox controller, you should be fine. VR Mode will probably work with a keyboard and mouse as well, although I haven't tested it.

Compass and Gyroscopes: Death 3D will use the internal sensors on your device to track head movement and which way you are facing. When you are playing the game in VR mode, it is suggested that you stand up so that you can turn around a complete 360 degrees. You can also turn yourself using the gamepad, but it's more fun to get the full VR experience by moving your whole body! The motion controls currently only work on Android, but I am working on getting them running on iOS as well.

Troubleshooting

When you are playing in VR Mode, there will be a white line down the middle of the screen, which should be lined up with the center of your VR headset for best results.

If the picture is blury, you may need to adjust the lenses on the headset. If you get the VR headset from Amazon that I linked above, you can adjust the lenses left/right or forward/back. For me, I got the best results by moving the two lenses all the way forward (towards my face) and as far apart as possible. You may need to adjust that based on your head size and vision.


VR mode on Death 3D is quite fun, and if you have the equipment (or don't mind getting it, it's fairly cheap), I think it's pretty neat. I have tried some of the other VR experiences on Android, and I think that Death 3D is already one of the better ones, even in it's early experimental stages. I plan on bringing VR Mode to Dungeon Infinity soon as well, and if people enjoy the effect, I will probably create more VR related content in the future. I sort of wanted to remaster the Deimos trilogy in full 3D at some point, and it would go great with VR as well.

So anyway, give it a try and see what you think, and if you have issues with the effect or feedback/suggestions, let me know here in the forums!
3y ago
Today I have finalized the code for Death 3D v0.17.0, which should be hitting all platforms in the coming days. This is an exciting update, because it adds a "killer" new feature to Death 3D: experimental stereoscopic 3D Virtual Reality Mode!


VR Mode is designed to work with the type of VR Goggles that you put your phone inside of. See this thread for a full breakdown on how to use VR Mode and what equipment is required. I have personally played through the entire game (all of EP1 and what exists thus far of EP2) in VR Mode and I did not have a single seizure, so I am rating it good enough for public use 😃

On top of the new VR mode, this update makes changes to a handful of maps, mainly increasing the brightness on some of the Episode 2 maps which are pretty dark. I have also increased the default rendering distance on mobile devices, although I still have "Low Quality Mode" set as the default on Android and iOS.

All in all, this is a pretty cool update for Death 3D, and I look forward to improving the VR rendering and possibly introducing new VR games and experiences in the future!

Death 3D is available on Ape Web Apps and on all of the app stores, and you can find download links here:
https://apps.ape-apps.com/death-3d/

#death3d
3y ago
If you're looking for something fun and nostalgic this weekend, fire up Death 3D and head on into the Map Shop and try out my free new map Facilitate, which is loosely based off of the map Facility from the classic N64 game Goldeneye!

Back in high school my friends and I used to play Goldeneye quite a bit, and last week I broke out the old N64 to give the game another go. I forgot how great Goldeneye was, and particularly how much I loved playing multiplayer in the Facility map, so I decided to try and recreate it for Death 3D!

Obviously there are some differences. I only used stock Death 3D textures for one, but also, the Death 3D engine does not support multi level floors, so in order to create the upstairs bathroom and vents area, I had to do some clever work using teleporters. I think the effect works pretty good though, and the layout is mostly there. If nothing else, it demonstrates a neat way to use teleports in order to fake multi-story levels.

Facilitate is now free in the Map Shop and supports both Deathmatch and Single Player modes, although it is primarily designed with AI (or real human) Deathmatch in mind. Give it a try, I hope you like it and if you are in the U.S., have a great Thanksgiving!

https://www.apewebapps.com/death-3d/

#death3d
3y ago
I was recently informed by the German video games rating agency that Death 3D would be removed from sale in Germany unless I removed all Nazy symbolism from the game. Death 3D contained a reproduction of the original Wolfenstein 3D wall textures, so that Wolf3D style maps could be made in the game, however I was unaware that some of these textures had been outlawed in Germany and perhaps in other countries as well, as they contained drawings of Hitler and Swastikas.

Therefore, Death 3D v1.2.0 has just been released with a modification of all Wolfenstein 3D inspired textures, altering or removing all Hitler and Nazi related symbols.


Just so we are all on the same page, that is not Hitler with a clean shave and new sideburns in the picture above, it is Alfonso Heinz, an evil ketchup baron with dreams of world domination.

Check out the new textures and other bug fixes, available now in Death 3D v1.2.0!

https://www.apewebapps.com/death-3d/
2y ago
@bastecklein

I have done some test (chrome, web version), at every payday the game will calculate the life expectancy, if is 0, all pop will be gone without trace.

With 16 First Aid Station: life expectancy 213
With 16 Medical clinic: life expectancy 219-225-219
With 16 Large medical clinic:life expectancy 253
With 16 Integrated Medical clinic: life expectancy 266-263-262(x3)
Plus one Sm. Hospital: life expectancy 258
Plus other 2 Sm. Hospital: life expectancy 259 (and 192k pop)

In most of the case the pop won't appear in the Total Deaths, now i have 26k deaths, even if i "kill" over two hundred thousand colonists.

around 80k pop, at payday back to 1-2k (16 medical clinic=96 heal slot=1920 pop heal, right?), and will add 19k at the total deaths.

an other round, 100k pop killed, only 20k added in the total death (total 65k)

an other round, 135k pop, only 19k remain, 60k added in the total death (tot 125k)

Conclusion
Without healthcare i don't have death wave, only populations collapse without any trace (life expectancy: 0), with some health care building i have a positive life expectancy, and i have 1/3-1/4 death with trace, the rest without trace. After a total cover i don't have any more death.

But.. i have notice, every n-time the game check the house and jobs value, filling the high grade first and even leaving some building without any worker. Several players reports attest this behavior just before the payday, and healthcare without worker =deathwave.

script.js:48949 life expectancy: 0
script.js:48949 life expectancy: 0
script.js:48949 life expectancy: 0
script.js:48949 life expectancy: 0
script.js:48949 life expectancy: 213
script.js:48949 life expectancy: 213
script.js:48949 life expectancy: 219
script.js:48949 life expectancy: 225
script.js:48949 life expectancy: 219
script.js:48949 life expectancy: 253
script.js:48949 life expectancy: 266
script.js:48949 life expectancy: 263
script.js:48949 life expectancy: 262
script.js:48949 life expectancy: 262
script.js:48949 life expectancy: 262
script.js:48949 life expectancy: 262
script.js:48949 life expectancy: 262
script.js:48949 life expectancy: 261
script.js:48949 life expectancy: 253
script.js:48949 life expectancy: 254
script.js:48949 life expectancy: 255
script.js:48949 life expectancy: 256
script.js:48949 life expectancy: 257
script.js:48949 life expectancy: 258
script.js:48949 life expectancy: 259
4y ago
Death 3d v0.0.4 has just been released for Desktop and is ready to download from the Ape Apps Launcher. This release is still very much beta, but does include a whole host of multiplayer improvements and bug fixes. Score is even kept now for online games!

In addition, there is now a full time Ape Apps Official online server running 24/7. The server currently supports 10 players max, plus one AI bot who is running around there shooting stuff at all times.

Finally, perhaps the more exciting part, Death 3d v0.0.4 multiplayer beta will be arriving within the next few days on the Windows Store for Windows 10 users. This will help me record more telemetry data to work out more bugs with the system.

Eventually Death 3d will be making its way to Android and iOS. It is already running fine on those platforms, but the touch controls just are not there yet.

More to come though, enjoy!
6y ago
@Gothis , glad you like the game. Like most of my stuff, it is not really feasible to just throw it to GitHub and make it open source. I use shared libraries across nearly everything, and the way things are so intertwined, you can't really take Death 3d as it is written and run it outside of the apewebapps.com environment. Same applies to all of my games on here. It would actually be a significant undertaking akin to just rewriting the game from scratch in order to completely decouple it from the rest of Ape Apps.

If you want to make an old school Doom clone, your time may be better spent writing your own. There are many tutorials on Ray Casting, which is the principal I used in Death 3d. I actually got the idea to make Death 3d when I was searching the web one day for something unrelated and found this tutorial:

https://dev.opera.com/articles/3d-games-with-canvas-and-raycasting-part-1/
https://dev.opera.com/articles/3d-games-with-canvas-and-raycasting-part-2/

His code renders everything using the DOM, but it was trivial to convert it all to using the Canvas instead, which allows for much higher resolutions and faster performance.

There is another article here where a guy made a simple JS ray caster with 265 lines of code:

http://www.playfuljs.com/a-first-person-engine-in-265-lines/

I used some of the concepts in this article when working on the code for the floors and ceilings:

https://lodev.org/cgtutor/raycasting2.html

Finally, many sources on the net regard the following article as the best introduction to the raycasting concept. You should read through all of it to begin with:

https://permadi.com/1996/05/ray-casting-tutorial-table-of-contents/

Good luck!
6y ago
@Baconboi95

We already know what's append.

Every payday, pretty much every 5-6 min the game will update the colonist data. The number of birth, the aging, death, ecc ecc.

If above 100 population (if below the game will autoset health level), if the health is low (house with healthcare slot below 5%), pop will die, and will appear in total death count. But.. if the house don't have any health service available (health liv = 0), will simply disappear, without trace, if you have some healthcare liv, you will have death wave, and the total death will increase.


If you have healthcare (5% pop, 50 radius from home), you won't have deathwave, or other thing.
The only problem append when we have healthcare, but no one will work inside for low workrating, or when the worker dance all the time between work slot, leaving hospitals empty during the check. For avoid this little problem, i keep the number of jobs less than 10-20% of the total population (e.g. 100k jobs, 110k-120k population).
4y ago
cry8wolf9 said:Well maybe not so quick.
Since your taking a look at models.
Are you keeping the same model for structures? Like entertainment, government, ect.
Also what about the races? Same or are there going to be different ones? Would this be a good chance to suggest new ones?
Any lore ideas yet to base the buildings and builders on?


Sorry cry, but you might get more than you bargained for with my reply.

So I am not exactly sure what you mean by "models," but I don't want the design of the game to be limited by what was there in MC1. There might be a tendency to think "well this is just MC1 with just 3d versions of the landscape and buildings," etc, but that is not my thinking at all. There is no reason that the tech or building tree has to mimic what was in MC1, and the buildings don't just have to be 3d versions of their MC1 counterparts. There is no reason why MC1 needs to have a lander, silo, solar panel, greenhouse, refinery etc, unless they make sense in the context of the game. Same thing applies to Rovers, which is why I continue to raise the question as to whether they need to exist in the same form as they do in MC1.

This is not to say that existing MC1 stuff does not belong here, what I am trying to say is that this is an entirely new game, there is nothing wrong with starting on with a new slate.

In terms of lore/races/civs/etc. My thought is that MC2 would be on one hand smaller in scale than MC1, but at the same time much larger.

What does this mean? So My Colony 1 basically encompasses a large area of the galaxy with thousands of planets and the three principal races. And all of the races are still official "lore" for the game, of course. Additionally, a "planet" in MC1 is basically limited to a small plot of land, and you can go from a lander touching down on a dead empty world to a booming metropolis in a matter of days.

I want MC2 to feel completely different, like when your lander touches down on the Red Planet (or whatever world), you are just a lander and two tiny colonists alone on a massive, dead, empty world that you must tame, and all of the resources you need will not just be sitting there waiting for you upon arrival.


Here is how I sort of see it in my head. All lore for the game universe comes principally from the following titles: Colony Wars, Colonial Tycoon, Death 3d, My Starship, Deimos, Deimos 2 - End of the Earth, Deimos 3 - High Noon, and Sarge. If you wanted to put the story in a chronological order, I think it would go like this:
  • My Colony 2
  • Deimos
  • Sarge
  • End of the Earth
  • High Noon
  • Colony Wars
  • Death 3d
  • My Colony 1
  • Colonial Tycoon
  • My Starship
I see MC2 as taking place during the first human exploration and settlement of other worlds. The Deimos series (plus Sarge) takes place in the early days of United Earth, where they have just a couple of settlements. The LIS is starting to form, but is not officially recognized yet, and has not yet broken off from U.E.. Colony Wars takes place shortly after the events of Deimos 3, where the LIS formally declared independence (in the form of a surprise attack) and fights to break away from United Earth, which they are eventually successful at with eventual aid from the Zolarg finally tipping the war in their favor. Death 3D takes place during the middle of the LIS war, and features the demise of some of the Deimos-era heroes, along with the United Earth Presidency, where power is moved over to the General Assembly instead. My Colony 1 and Colonial Tycoon are both post-LIS war, where the three civilizations and also the Alpha Draconians, which are now known to humans but have been known to the Zolarg for a long time, are all branching out and colonizing this part of the galaxy. And My Starship takes place somewhat later, where much of this part of the galaxy has been colonized and commerce/war is going on as usual between the various factions.

So that is a general overview of the MC Universe lore. The nature of My Colony 1 and 2 make them harder to place firmly on a timeline, since a game can last "years" and span throughout the whole timeline. But I do like to see My Colony 2 start at the very beginnings, not to far from our present day, because I think it would be neat to see the original few lonely colonists roughing it in hard times on a barren world, which is what going to Mars is going to be like in real life.

It has given me some ideas for some changes VS MC1 though.

In MC1 you are like a mayor or a governor starting a city. In MC2, I see the player as more of a company landing on part of a new planet for fun and for profit, but mostly for profit. You begin with a certain amount of money, and initially to get more colonists, you have to finance another launch from Earth, which results in another Lander showing up with two or three colonists. The Lander can be broken down for scrap parts once it arrives. I think you will also be able to order up a supplies lander from Earth for a lower cost, which has no colonists but whatever materials you need to order, or foot/water etc. However if another player is also on that planet and there are already colonists nearby, they may join your settlement instead of having to bring in new people. You get more money by exporting resources back to earth.

Eventually your settlement grows into a city and the nature of the game changes from one of having to ship materials to Earth for survival to a self-sustaining colony. But I think it will be a slower, more drawn out process VS MC1.

Having multiple players on a planet will also allow for a planetary economy to grow, where trade networks between settlements are made and colonists move from one player to another. Eventually a planet can be built to a point where Earth is no longer required. In MC1, each player has his own planet, but in MC2 I would rather see all players on the server on the same planet, with the planet itself being near infinite in size, with different resources and terrains on different parts on the planet. There will of course be support for multiple planets on a server, but I do not think the game will be as fun if everybody starts with their own planet, as on MC1. On MC1 it was needed because a planet was, at most, a few square miles in size. In MC2, a planet is like an actual planet.

I don't know if there will be terraforming as in MC1, or if so it will be way, way slower.

As for other civs, my plan is to just have Earth/Human. If somebody wants to create a mod with another civ built out, they are free to do so. If it's really good and they want it included in the base game, I will consider it. But it's not a part of the initial plan.
4y ago
The other day I was telling my son about the Virtual Boy, which was an old Nintendo console I had when I was a kid, and I decided to see if there were any emulators available. I found one on Google Play that said it supported the Google Cardboard headset. I had a Google Cardboard headset a few years ago, but I couldn't find it anymore, so I went on Amazon and saw that the market is now flooded with tons of cheap phone VR headsets. These are headsets that you insert your phone into that allow you to watch 3d content or play 3d games. YouTube for instance supports these headsets and even has some neat 360 degree VR videos available.

So anyway, I was determined to recreate the old Virtual Boy experience, so I picked up the following headset on Amazon:


This thing was under $30 and it worked pretty well on YouTube and the Virtual Boy emulator (although I had problems mapping all of the controls in the emulator to my gamepad), but the experience got me thinking - what if I could make this work with Death 3d? So I did a bit of research, got to coding, and within an hour or so I had this going on:


Above is my initial experimental work on the new VR mode for Death 3d! This is in the very early stages, but I do have the 3d effect working reasonably well at this point. I still need to rework the entire UI to support VR mode though, and playing in VR mode does require a bluetooth gamepad. But this new experimental VR mode will be shipping in the upcoming v0.17.0 update to Death 3d, and should be playing on either an Android or iPhone device using either a Google Cardboard type device, or something similar to what I posted above.

So anyway, I will write more on the new VR mode once the update is complete, and I might even do a My Colony Podcast episode over it. It's still a cool effect though, and a fun way to make you feel like you are really escaping from the prison on Lunar 3!
3y ago
Note: This was originally posted by @Randium at the old forum:

Are you looking for people to play with? Do you want to have fun while playing Death 3D? Join the official Death 3D Discord Server to look for some buddies.

Wanted to post this, for people who want to play together.
7y ago
Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?

As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
All of the games center around the United Earth faction, while My Colony obviously has LIS and Zolarg, Death 3d also contains LIS and Zolarg, and Colony Wars will mainly be U.E. and LIS, although the Reptilians will play a small role.

The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.

As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.

The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.

The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.

So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.

Anyway, no poll here. Just thoughts and feedback!
6y ago
bastecklein said:Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?

As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
All of the games center around the United Earth faction, while My Colony obviously has LIS and Zolarg, Death 3d also contains LIS and Zolarg, and Colony Wars will mainly be U.E. and LIS, although the Reptilians will play a small role.

The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.

As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.

The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.

The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.

So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.

Anyway, no poll here. Just thoughts and feedback!


Just yes to all of those, but there is one problem you said the Zolarg were slaves to the Reptilians so the statue of the Zolarg Leader needs to be updated if it hasn't
6y ago
bastecklein said:Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?

As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
All of the games center around the United Earth faction, while My Colony obviously has LIS and Zolarg, Death 3d also contains LIS and Zolarg, and Colony Wars will mainly be U.E. and LIS, although the Reptilians will play a small role.

The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.

As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.

The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.

The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.

So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.

Anyway, no poll here. Just thoughts and feedback!


I'm back again with an attempt on the story.
The earth was in a time of peril, all the nations where at war, or what was left.... The world had been engulfed in a long war, over 230 years have battles been fought for resources, 137 countries perished in the war. In the end, a leader arose from the war and united humanity. None knew where he came from, only that he was almost... divine. He founded the United Earth, All countries flew under one banner, and with this new unification came a new age, the new age of technology took the U.E to the stars, limitless was the universe before them. The first ship was sent to Mars just 2 years after the Emperor first appeared. Mars became the ground from which helium 3 was mined, after which thousands of planets fell to the banner of the U.E, Terraforming worlds to suit their needs the U.E became the dominant power in the universe, but with every great empire there is a fall...... Colonies all over the empire decided to split forming several governments, many colonies remained but the U.E feared that many others would want a separate government and freedom. The first to leave was the League of Independent States and under it many colonies joined or were formed. The L.I.S were a small group of freedom fighters that grew to power, but many consider their actions as the actions of terrorists. The age of technology still reigns today with the discovery of the ancients a species of aliens in which the Emperor held in personal regard. Many colonies left after their discovery choosing to live a life based on their culture. The fracture U.E is still a dominant power and its colonies are vast, that's when the Zolarg were found a hive-like species of insectoids similar to the human ants, which has raised many questions amongst humans. The race is a primitive technology of neolithic level. Although the U.E fleets are vast the Zolarg had numbers and they are engaged in a bloody war, but many other governments are in good relationships, even able to understand them. Surprisingly their government is extremely advanced for their technology. There are legends amongst the Zolarg that some humans have managed to glean, one is of their leader and their war against the mysterious Reptilians. All the humans know is that the war ended in the Zolarg victory and the advanced Reptilians being forced into hiding so that they do not become extinct. The Galactic Emperor died but the board of propaganda kept it a secret to the billions and so they elect a president in the name of the galactic emperor to rule the earth for a period of time. A secret is known by only his species but the Emperor was an ancient that survived the extermination, and had died of old age but has transended because of his vast knowledge, he still influences the Universe in small ways.

And thats my very very brief draft on the human lore
6y ago
To tie in to this months pending release of the My Tokens app, starting with My Colony v0.61.0, if you are logged in using your Ape Apps account and you have made some Token characters tied to your account, they will randomly appear in your colony through the various tourist gateways.

This is just a small fun customization and should also give a bit of variety to Tourism, adding more characters to the game without me actually having to manually create them all.

As of now, only your own personal Tokens will appear in your game, and they will show up randomly. The odds of a Token coming to your colony are relative to the number of Tokens created on your account, so that the more Tokens an account has, the more they will show up.

In the future, I plan on expanding this by allowing Tokens that other users have made and set to 'Roaming' show up in your colony. Eventually, you will be able to select a visiting Token, see who the creator is, and leave them a small message or an in-game gift which they will be able to take back to their owners' colony.

Token integration will be coming to the next Antiquitas update as well. I might make an engine setting where you can block them from visiting if you want to, although they are pretty much harmless. I suppose in Antiquitas though, they might look out of place among the Romans and Gauls, but hey, it's a game. Tokens are also going to be a fairly large part of the upcoming Death 3d. Already in Death 3d, if you play an offline bot-skirmish, the AI enemies will take the form of any Tokens you have on your account, adding a ton of variety to the deathmatches. I plan to add Tokens to both My Land and Level Up soon as well.

The My Tokens app should be released to all platforms by the end of the month, although it is currently live in an unfinished beta form at the following URL, for those who wish to create some new tourists for their colonies. Enjoy!

https://www.apewebapps.com/my-tokens/
6y ago
I have just published Death 3d v0.2.0, and it's live now on the Ape Apps Launcher, and should be hitting Google Play and the Windows Store within hours.

This update brings an entire boatload of fixes, including major improvements to LAN/WiFi/Online multiplayer. Find all download links at the following address, and enjoy:

https://market.ape-apps.com/death-3d.html
5y ago
on game version 1.0.0 if the healthcare was 0, every +-5min all population die, but for a bug the total death count did not increase (pls read the other topic for the reason..). The death/disappear is't a bug. Colonists suppose to die if low healthcare/food/water.

If you have healthcare building, you need to check if they can work, or if the worker stay in building all the time (the game will update the worker slots every 25-30s)

On the last game version 1.1.0 (just some quick fix, nothing big), only 50% will die, and the total death count work.
4y ago
Death 3d has just been updated to v0.8.0! This update comes with a lot of improvements, a new campaign level for Episode 2, and a new deathmatch map - Where Are You? There is also now a knife weapon, for when you run out of ammo. In addition, the engine now supports new lighting effects, such as blinking lights, for added atmosphere. Check it out on most platforms from the link below, and stay tuned for more!

https://market.ape-apps.com/death-3d.html
4y ago
Hello!

I'm pretty interested on how the plot of the game will be going. The first episode looks fine :)
Besides describing the current plot, I'll also make presumption on chapter 3 of the game.

As far as I know, base on information provided by @bastecklein 's messages and posts, as well from the game itself, that is the current plot.

Chapter 1: Lunar-3 Prison Facility
Frank Munson (player) is mercenary hired by LIS for conducting covert operations against United Earth military. However, 4 years ago, due to an unsuccessful mission and betrayal of his squadmate (bribed by United Earth intelligence authority), Frank ended up imprisoned in the top security block of Lunar-3 prison facility, under command of a legendary member of Space Marines, the most ruthless chief warden of this prison in history, the "Dogface Boy".
Yet Frank had not yet gave up his life and free will while his stay in the prison. Eventually he had his extremely rare chance of escape at the time when Human Civil War was at the peak. While a lonely security guard was on a regular routine checking Frank's prison cell, the guard was killed by Frank, at the blind spot.
With the pistol looted from the killed guard, Frank began his breakout from his prison cell. The top security block was surprisingly underdefended, he managed to breach the containment in no time, escaping to the other blocks of the prison. His next stop? The maintenance block where he could obtain a detailed structural map of the facility.
He got what he wanted in the maintenance block, quickly he planned his escape route, which he could maximize his chance of survival by bypassing major security checkpoints, obtain supplies he needed for breaching the security, and paralyze the critical functions of the prison facility. Just like the way he used to be in the old days when he infiltrate military facilities.
Frank's escape plan progressed successfully and did stir up large chaos in this heavily guarded facility. While most security officers were confused by the strange traces of Frank, Frank's escape had caught special attention of the chief warden of the prison facility. Dogface Boy knew the exact place Frank was heading to - The supply dock of the facility.
Eventually Frank was intercepted by the ruthless chief warden. However, after a lengthy battle, which left the corridor in front of the transporter room in complete disarray, Dogface Boy was mortally wounded when he caught a class 3 rocket square in the face.
At last, Frank escaped using the teleporter of the transporter room, sneaked into the Galactic Freight cargo ship The Pegasus - which was heading to Earth.


Chapter 2: Cargo Ship Pegasus
(detailed info not known, hence much less info is here)
Frank infiltrated into the ship and made his way to the bridge of the vessel. The captain of the ship, Wurm (ex-member of United Earth Space Marines) was shot and the ship was destroyed by Frank upon emergency landing on Washington D.C., the political capital of United Earth.





How would Chapter 3 go like? (presumption)
Here is my presumption on the plot of chapter 3. Since this is presumption, please don't take that serious.

Chapter 3: Washington D.C.
As the emergency report from Lunar-3 and the distress message from Pegasus before its destruction were received by Earth capital security agency, the military police on Earth were already prepared for recapturing the dangerous convict Frack Munson at the landing spot. However the self-destruction of Pegasus was not expected, which had distracted the military police. Frank managed to break through the first layer of containment and headed deep into the center of the city, preparing for his bold plan came up with while he was on Pegasus - assassinate the President.
Shortly the officials of the city announced a emergency situation in Washington D.C., kicking up the alert level of the city. At the same time, the capital security agency deployed a Space Marines team led by Arms McGee to guard the White House.
Every streets and alleys of the city was soon stationed with military police and heavy vehicles, nevertheless, Frank destroyed the defense lines one by one. Eventually he reached the White House, which was guarded by the Space Marines.
A tough battle was fought between the veteran mercenary and the well-equipped Space Marines. After an hour of battles that had almost torn the white house apart, Frank pushed forward to front of the bunker under the White House, however the last line of defense was guarded by Arms McGee, one of the most experienced officer of Space Marines.
A battle between two real man, as described by McGee before his last heartbeat. McGee eventually lost in the duel, he had both of his mechanical arms crumpled and his chest pierced by countless bullets.
At last, Frank broke into the bunker where the President was hiding (and livestreaming his presidential campaign), shot the President to death right at the scene.


Postlogue?
After the assassination, using the roughly intact communication device in the bunker, Frank sent his last message to LIS and his ex-squadmates. Afterwards, he once again picked up his weapon, attempted to fight his way out of the city. At last, he was surrounded by helicopter gunships in the suburbans, reduced to ashes under intensive rocket fire and bullet showers.
United Earth, despite able to stop the rampage of Frank Munson, however what they had lost was far more than that. The tragedy of President's death demoralized the United Earth military at the battlefronts for a while. The massive casualties caused by Frank was not easily compensatable, especially the loss of 3 legendary members of Space Marines, disruption of the Lunar Run supply line due to destruction of Pegasus, and an almost nonfunctional prison facility.
A couple of months ago, I announced that I would begin phasing out Web App Core, the cross-platform app wrapper I have been developing and using since around 2012. I have been making this change due to the fact that Progressive Web Apps (PWA) have now become the primary development target for Ape Apps, and their capabilities have reached the point to where using a big, heavy and bloated app wrapper like Web App Core is no longer a necessity. In addition, many of the features of PWA's work better when each app is hosted on its own domain or subdomain, as opposed to having every single app hosted on the same address like Ape Web Apps currently does. So this migration away from Web App Core/Ape Web Apps and towards individual domains has been a slow one and has taken up a lot of my time over the last couple of months, but progress is being made, and the next title on the migration list is none other than the long-in development game Colony Wars!


As of today, Colony Wars can now be accessed from it's new URL on the main My Colony Universe website: https://wars.my-colony.com. I think it is now almost up to fully functional from its previous release on Ape Web Apps, minus the Map Editor which I am still converting off of Web App Core. Out of all of the titles I have already moved off of Web App Core, Colony Wars has been the most difficult, as it utilized nearly the entire suite of Web App Core provided functions. I hope to have the conversion fully completed by the end of the week.

This conversion will bring Colony Wars up to v0.8.0. The primary changes in this release will be (obviously) the migration off of Web App Core, but also some new features as well. I have added a new Skirmish option, which will allow you to more quickly launch an offline battle VS the AI players without first going through the online multiplayer lobby. I am also adding an even faster Quick Match option, which will immediately put you into an offline Skirmish match on a random map with AI players already set up. There are also some bugs/UI issues that will be cleaned up that have been on the to-do list for ages now.

Beyond v0.8.0, I am planning to bring Colony Wars back to life off of the back-burner. Spending some time playing old school Command and Conquer with my son as convinced me that Colony Wars needs to be completed. Beyond new units, buildings, and maps which are all needed, I also need to start working on the single player Campaign. I want to have cheesy cut scene videos like in old Command and Conquer games, although I am not going to be hiring actors and doing any filming. I think I am going to render all of the cutscenes using Death 3D, creating characters using My Tokens and scenes with the Death 3D map editor. I have begun scripting out the story, which takes place in the year 2083 and begins with the LIS declaring independence and ambushing the United Earth Space Marines detachment on Terra Nova. Chronologically, the Colony Wars story takes place about a year before the events of Death 3D, and about a decade or so after the events of the Deimos trilogy.

So anyway, that is a look at what is coming down the pike for Colony Wars. If you want to check it out at it's new domain while it is still being worked on, you can access the site using the beta URL parameter to prevent it from activating it's service worker and caching the in-development code: https://wars.my-colony.com/?beta=1

#colonywars
2y ago
ifchen said:Rush is fine, it's nice to see the developer do quick bug fix.

Hope the random death of colonies will fix too, because until now I still don't know how to stop them keep dying.
(Already keep them at light work, enough hospital, food, water, job, even the short distance and turn off the render)

Right now I'm struggle to play or not because my colony need reduce atmosphere to keep them alive, but they are already dying for unknown reason.


Entertainment and litter also are cause of death. If they don’t have entertainment options and money to access to it they will get depressed. Litter will make them sick, I don’t know the rates but maybe your hospital are full?
Check the stats, the graphic that show colonists concerns, it may help you locate what’s killing your colonists.
7y ago
but if it is posible we can have a recap of death in a menu where we can look who is death and how
colbya said:not much you can do ( if you got enough coins use a stimulas package give them all 100 to 300 each that usaly works great .
if you dont have lots of coins just wate it out slowly rating will rise being that some just like protesting to death .
These people take protest to the next level to bad the real world Governments are not as concerned as you .
Maybe you should run for President . You got my vote .
Ty for replying. Few of them starved to death(aproximately 5 ) but most of them went back to work when I built green domes near their homes(probably the reason was that some houses were too far from the entertainment). I would go for president if we were from the same country ;)
6y ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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