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880020 Posts in 33018 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 02:57:21 PM
TIGSource ForumsDeveloperFeedbackCube World - Voxel-Based Exploration RPG [WIP]
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Author Topic: Cube World - Voxel-Based Exploration RPG [WIP]  (Read 30407 times)
wollay
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« Reply #135 on: September 05, 2011, 09:47:58 AM »

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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Nektonico
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« Reply #136 on: November 28, 2011, 08:21:57 PM »

Looks stunning. It does feel retro in a weird sort of way. The coop multiplayer is just icing on the cake. I love the strange geographical features and the sleek clean look on everything.
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« Reply #137 on: November 28, 2011, 08:48:44 PM »

Any recent updates on this?  The necropost reminded me of how much I was loving this project.

EDIT: Derp, didn't notice the most recent video on your channel.  This looks FUCKING GORGEOUS.
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Ashkin
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« Reply #138 on: November 28, 2011, 09:06:25 PM »

This is continuing to look great.
How in-depth is the character customization? Are there just classes, or are there skill trees and stuff?
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furii
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« Reply #139 on: November 28, 2011, 11:14:34 PM »

I could not describe how excited I am right now. This game is exactly what I've been looking for; the rendering very well outdoes that of any other sort of voxel-based game I've seen. The gameplay is perfectly sleek and smooth. The idea of actually not focusing on "mining" or "digging" in a randomly generated world has recently become incredibly underrated, and I'm very glad to see something different for once. I, in anticipation, look forward to the completion of this game, and wish you luck in that.

I'm wondering, though - what is your aim for this game? Do you foresee...

in user customizability:
A. preset characters with preset roles?
B. the ability to create custom voxel models for your own character, along with customizable statistics?

in character progression:
A. a grindfest, with hordes of enemies giving bits of experience each?
B. a humbling RPG, involving enemies of your level, and of your skill?

choreographically:
A. a linear game with preset quests/castles/terrain?
B. an open game, giving a unique and random experience every time?


Once you are more powerful you can kill bigger monsters and explore more dangerous areas, and so on. I think I'm gonna leave out experience points and skill advancement and keep everything equipment-based.

Additionally, I'd like to add randomly generated quests a la "Kill that huge monster over there" or "Find the treasure hidden down there". I'd also like to fill the world with random NPC's giving you quests or selling stuff.

Finally, due to it's procedural nature, the game should be open-ended and you can become mightier and mightier and explore more and more parts of the Cube World.

So that's my vision for Cube World. I hope I can realize it. Smiley

Didn't see that post. Oops.

Looking forward to your response.
« Last Edit: November 29, 2011, 03:56:33 PM by furii » Logged
verticalvertex
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« Reply #140 on: November 29, 2011, 03:34:19 AM »

Real smooth and the water looks great.
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« Reply #141 on: November 29, 2011, 05:37:52 AM »

Man, this looks absolutely incredible  Shocked Kiss
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Christian Knudsen
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« Reply #142 on: November 29, 2011, 03:45:47 PM »

That latest video on your blog... My Word!
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« Reply #143 on: November 30, 2011, 05:15:29 AM »

Just posting to say that the game is looking really solid so far and is doing a good job of differentiating itself from the slew of other voxel based games out there.
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rek
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« Reply #144 on: November 30, 2011, 06:38:26 AM »

I'm really looking forward to this! I stumbled across it on a blog a week or two back and didn't know it had a thread here.

My absolute only criticism would be the tendency for round/oblique terrain shapes to have flattened vertical faces – a bit of rough randomization to break up those flat sides would help make them look more natural, create more visual interest, and give you new surfaces to attach things like trees or place items/secrets.
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wollay
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« Reply #145 on: November 30, 2011, 07:06:49 PM »

My thread is active again! Beer!

Here is the latest video:
http://www.youtube.com/watch?v=o61XVOxuB5s

And 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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Conker
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« Reply #146 on: November 30, 2011, 07:24:44 PM »

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« Reply #147 on: December 01, 2011, 02:12:10 AM »

I love how the world features are much bigger and interesting than in Minecraft, it has an epic scale to it  Beer!
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furii
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« Reply #148 on: December 01, 2011, 03:29:07 AM »

@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 idea of having classes is pretty fresh for this game's genre - usually I do see classes, but in a much less predetermined manner. I can't really say whether or not that's a bad thing, considering how this game is still in its early stages of development. Would the Warrior get the bow? Does the Thief get any special stealth abilities? Is the Mage entirely ranged? Are all of the items going to have a specific class restriction?

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.

I would absolutely love the former, but if you feel that giving full-fledged voxel editing capability to your players is too much, which I would understand, how about combining the two of the latter, i.e. giving preset faces/hair styles along with the freedom of coloring the voxels to your desire?
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rek
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« Reply #149 on: December 01, 2011, 06:13:42 AM »

@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 idea of having classes is pretty fresh for this game's genre - usually I do see classes, but in a much less predetermined manner. I can't really say whether or not that's a bad thing, considering how this game is still in its early stages of development. Would the Warrior get the bow? Does the Thief get any special stealth abilities? Is the Mage entirely ranged?

This is probably a topic for another thread, but I find those class types and specialties so cliché and boring it's an immediate turnoff.
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