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beyzend
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« on: May 21, 2011, 12:23:49 AM » |
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http://www.youtube.com/watch?v=jMbJ4lGGkBs&t=0m58sWhat do you think about this game I'm making? It's a Actiony / RTS / RPG minecraft clone but more towards DF. With heaping dose Defense of Ancients, magic carpet, morrowing and WOW in there. You progress through the open-ended game world by leveling and taking over zones. The game doesn't hold you hands. There is no level scaling. But there is procedural scaling. Meaning the further you get from starting zones the crazier it gets. Another selling point of the game is sense of scale. You will battle huge creatures. Another one is procedural content. The game includes a in-game editor and that is closely integrated with an online DM component. DMs can create and control worlds online, in real-time. Another video showing the editor: http://www.youtube.com/watch?v=20KPUZTJzGUI've been working on this game for about 6 month now. Still very much a WIP. I'm planning on releasing a tech demo in a month or so. Thanks.
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beyzend
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« Reply #1 on: May 21, 2011, 12:25:21 AM » |
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OH forgot to add: the game will have destruction. It's not completely physics based, I will mostly be faking it. It will be impulse based, though.
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kidchameleon
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« Reply #2 on: May 21, 2011, 02:15:43 AM » |
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Looks interesting. The sky texture was very nice.
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beyzend
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« Reply #3 on: May 21, 2011, 09:59:38 AM » |
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thanks! I'm using a Ogre3d which has a mod called SkyX. SkyX is the sky part you see in the video. I'm also using a library called PolyVox. PolyVox is a voxel library.
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Aquanoctis
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« Reply #4 on: May 21, 2011, 11:26:16 AM » |
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the further you get from starting zones the crazier it gets.
This part certainly sounds very interesting in terms of how it will affect how people play. Are you planning to make the creatures blocky, like the landscape is?
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beyzend
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« Reply #5 on: May 21, 2011, 11:35:20 AM » |
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No I'm not planning on making the characters blocky. Also, my terrain system may allow for non-blocky elements, it's not yet implemented. What I mean is the terrain won't be 100% smooth, rather it will be similar to Railway Tycoon tiles, ie sloping tiles. I want to do this by storing compressed transformation values for each block--unless I come up with some other way--ie it won't be random offsets. For a mock of what non-blocky characters look like in game, check out: http://fdastero.tumblr.com/post/5663283454/got-to-debug-character-component-tomorrow-asapDoes artist want to work on this game with me? I need modelers and artists.
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beyzend
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« Reply #6 on: May 21, 2011, 01:42:37 PM » |
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Well, the matter of character is not settled yet. Some of them will be blocky at least. One of the feature I'm supporting is modelling using smaller sized blocks. I can then turn this model into a discrete entity to be used anywhere in the game.
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Netsu
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« Reply #8 on: July 19, 2011, 01:38:22 AM » |
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This looks very nice. I like the terrain generation a lot, it need refining but even now the proportions are great, much more lifelike than Minecraft. Not that Minecraft is supposed to be very lifelike of course 
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beyzend
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« Reply #9 on: July 19, 2011, 05:21:05 PM » |
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Yeah. Some people don't like the life-like look though. One of the charms of Minecraft is it's graphics. I can't lie that I'm inspired by Minecraft. It's just I'm also trying to do my own thing. I need to do my own thing. I want to especially experiment in the gameplay department, but I get carried away with graphics sometimes.
The terrain generation system is not really finished. It's just a place-holder while I work on other aspects of the game. For one thing, it's not truly 3D.
Believe it or not, around 2009, I had the idea to do an Cube game. At the time though I was working on a Zombie game with friend.
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Netsu
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« Reply #10 on: July 20, 2011, 02:39:01 AM » |
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Yep, you definitely need to do your own thing, something that makes your game stand out. I think that making huge, proportional terrain features is the way to go, you will definitely find people who like it, me included  I especially liked the enormous plain @ 1:50 in this video and the huge lake @ 0:50 in the same one. Exploring mountain ranges that go on for many in-game days would be a great alternative from the little hills and pond-like seas from Minecraft.
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RichMakeGame!
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« Reply #11 on: July 20, 2011, 08:55:15 AM » |
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I'd like to see some slopes in one of these games, done I guess in a similar way to minecrafts flowing lava/water.. I think that'd make a big visual difference
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beyzend
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« Reply #12 on: July 20, 2011, 11:05:15 AM » |
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Yes, slopes was part of the original plan, I just have not gotten around to it yet. Actually, in my game I don't store any light values in the blocks and use this space to store data. I can use this as a look-up into a mesh / surface table, sort of like marching cubes, but much much less computational intensive than that (no interpolation). I guess you can say like Transport Tycoon. Beside storing slope data I planed to store per-block damage value because I'm going to support impulsed based destruction that operate on large section of blocks.
Netsu, that was one of my goals for the terrain also. I also have ideas for this system (I already have the beginning of this coded) where you can craft using blocks at arbitrary dimensions, in order to created arbitrary meshes. So you could craft the mesh for a ship using this system and also assign functional parts to this, to build a working full-sized ship for example. Still not sure yet how I'm going to balance something like that, so it may not make it in the game. I will definitely have the crafting with mini block to create mesh thing, though.
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