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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: January 05, 2012, 12:51:24 AM
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Thanks for the quest suggestions! The grind quests are just the first quest type that I added because they're the easiest ones to implement. I plan to make more interesting quests soon. But to be honest, I like grind quests.  In RPGs I just love to test new weapons and combat skills. I also think that a mighty level 100 player with epic weapons shouldn't do things like e.g. helping a farmer on the field. I'm planning to have many combat-focused quests in the game. Someone had a nice idea of enemies invading a town and you have to defend it. I was thinking about waves of mobs with a big boss like a troll at the end. Or you have to keep the mobs from destroying a shrine etc. The graphics are awesome! Are you using a self made engine or something like ogre / irr? I prefer the cloud to be alpha blended with the scene, and I'm supposing what would voxel water look like.
A self-made engine based on Direct3D 9. I'll rework the clouds when I add weather effects.
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: December 01, 2011, 07:24:35 AM
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In my opinion different classes are what make up an RPG. I think it's fun, so I'm adding it. It was planned as an RPG from the beginning and not an experimental new game genre. Also I'm not assembling ripoffs, I think my game has a unique gameplay.
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: November 30, 2011, 07:06:49 PM
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My thread is active again!  Here is the latest video: http://www.youtube.com/watch?v=o61XVOxuB5sAnd a new screenshot:  @furii I plan to add different classes. I was thinking about a warrior, a thief and a mage for the beginning. Each class should have a different gameplay. The base stats won't be customizable, but the look will be customizable. I'm not sure yet if I should add voxel editing or voxel coloring or a set of preset faces and hair styles that can be combined.
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: September 05, 2011, 09:47:58 AM
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Thanks for your comments! @happymonster I also wasn't completely happy with the trees, so I tried to build trees out of the landscape voxels instead of rendering instances of the same tree model. This makes every tree unique and I think it looks much better. @RichMakeGame! I don't know, I'm trying to hurry up. :D @Shackhal I haven't thought about a background story yet. First I want to create different interesting zones and then think about story etc. Here's a recent screenshot with procedural trees:  More screenshots are in my blog.
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: August 28, 2011, 03:45:04 PM
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Yes!  In the last weeks I experimented with different styles and techniques to improve the look of the game. I tried hi-res voxels, low-res voxels and textured voxels. I found that big voxels give a cleaner look and feel, but they lack the detail you can achieve with small voxels. Small voxels however can be confusing and can be distracting while walking through the world and are inefficient. Textures give the game the typical minecraft style so I decided to not use them at all. In the new engine I use a combination of big and small blocks and I think it works great. I also improved the shading so everything looks cleaner and rich in contrast. Here are some screenshots:    
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: June 24, 2011, 02:19:49 AM
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@Xion Yes you can still use first person view. I will also try to prevent the camera from zooming in every time the player is behind something. @TomHunt You're right about the sounds, I especially like your idea of LoZ-like effects, they would really fit better - I will try that. Thanks for the comments. 
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: June 19, 2011, 04:55:34 PM
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@poe I'm not sure. I'm just making the game that I always wanted to make, which is not a game to make other games out of it. To be honest, I don't like the idea of my game being modded. I want Cube World to be as I have designed it. Like when you have finished a painting, you don't want others to change something on it. 
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Developer / Feedback / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: June 19, 2011, 04:24:17 PM
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You're right about the roots and coloured flowers, I will work on that. @poe Yes, NPC's should have houses, I'm even planning villages! :D @happymonster Do you mean a true voxel engine based on raycasting for the terrain? I'd rather stay with the all-cubes concept since everything is based on it, like the world generator, collision and destructible environments. The Cube World is just a blocky place. 
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