The Old School ‘Hard Core’ Gaming Concept

A Better Game Development Software Company

Links and content in these Game Development sections are Mature Adult 18+.

For the time being this is a simple warning with no birthday validation nor database and IP tracking. I do believe in a free and open responsible persons mentality. You can choose for yourself what it deemed proper. I am simply giving the warning.


This site is for Mature Adults. Enough Said.

Being an avid gamer for many years, including the table top ‘Dungeons & Dragons’ style games, gave me a real love for the ‘Old School Hard Core Gaming’ concept. Indeed that style can be frustrating and difficult but if designed properly it is the most rewarding experience one can have when escaping into their ‘Play World’. We all need an escape and software is a really good way to do it….if done right.

Testing thousands of hours of online play in the Aurora Engine by Bioware in various story arcs gave me specific insight on what was ‘Deemed Fun’. I knew what was fun or not. Others seemed to agree…I took notes. I designed ‘More Fun’ into the play then placed software frosting on top by adding fulfilling story-lines and excellent role play. The end result is a lot of fun. This is the drive behind this software development studio.

The long term project is called Space-Life. It is a realistic space simulation with both space and planet based game play. The game is episodic, meaning, the typical expansions are not the typical ‘download and go’ style of play expansions. They are more like books in that the story simply continues and the player experiences all this in real time. Space-Life is fully multi-player but is more like a MicroMMO and Single Player experience than a full on MMO. This gives a great source of privacy for a group of friends and family to set up a dedicated server computer and play away while still being connected to the historical event timeline. Single players can go on solo play and update as needed to get the current timeline and development updates. This is a very unique feature in gaming and was somewhat implemented in the Aurora engine by my own hand.

Space-Life’s Episode 1 starts out on The World of Anvarath on the continent of Avaron. It is the First Age of this planet and is the age where the Vanim (9 spirits…like Seraphim) walk and live among their brothers and sisters…the children of Eru. The flavors are definitely Ancient Greece and Norse with Human (Edan), Elf (Quessir), Halfling (Perriannath), and Dwarf (Naugrim) as the races that make up the Children of Eru.

The game is full on violence and adult situations. The language is gritty and the constant feeling of being part of the world is always there. It is a roller coaster ride of intense battle, exploration, hunting, farming, shopping, assembling your home, and relaxing in the sauna to wash the blood and dirt off the skin. Even finding companions and romancing them with the **Deep Breath** full nudity that is simply part of the game….just as it was and is part of our world. If you watch/think of the mini series Spartacus…this is essentially what Episode 1 (Book 1) is like. Episode 2 and beyond take on the Space-Life aspect with a continuation of grit and grime with the simple fact that you actually fly and in your space ship(s) and space stations. There are several planets to land on and explore as well. Like a hybrid simulation and RTS game.


We are using both Unity 2018 and UE4 4.21 in our company pipeline for Real Time Rendering Engines. The Visual Book (Game) is being developed in Unity 2018 and then in a secondary parallel every asset is being imported and set up in UE4 as well. Game mechanics cannot be transferred between the two and our Genesis Framework in Unity is much easier to use and customize. A custom framework is being converted and made for C++ in UE4 but this is an ongoing effort for some time.

Currently the Genesis Framework is in 3D Art Building Mode and painting the scenery with a brand new tool that will help save a lot of time later. The C# framework is more than 95% complete with Behavior AI being adjusted (based upon my OAIv3 in NWN1&2) as well as motion animations and lip sync is also being adjusted. Game play mechanics can begin in UE4 once all the C# is converted to C++ and some of the C++ is exposed to Blueprint Graph.

There shall be a forum as well to chat and get involved but I wish to re-iterate that I there has to be something of quality to chat about before chatting about it. Not simply wishful words and ideas….something you folks can sink your visual teeth into and actually chat and make your personal character stories and other such RP. Much of that RP can and likely will be In The Game. I have always done that sort of thing….and will continue to do it.

So…enjoy and have a look around.