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1075735 Posts in 44138 Topics- by 36108 Members - Latest Member: DebrisHauler

December 28, 2014, 09:29:04 PM
TIGSource ForumsPlayerGamesLords of Uberdark: Voxel-based terrain editing
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Author Topic: Lords of Uberdark: Voxel-based terrain editing  (Read 4689 times)
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« Reply #40 on: August 08, 2011, 01:42:25 PM »

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C.A. Silbereisen
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« Reply #41 on: August 08, 2011, 01:58:03 PM »

testicles
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« Reply #42 on: August 08, 2011, 08:12:12 PM »

Is it just a minecraft clone or is there anything more to it?
Grappling hooks, man!
But seriously: As Nix and Nugsy said.

I don't like how people are using the Minecraft idea to make money. That's not in the spirit of indie development (imo).
Maybe some people are, but that's not what was intended with this (or whatever other not-a-Minecraft-clone; take your pick of them). Rather, it's more along the lines of:
"The core idea behind this (i.e. a 3D terrain editing sandbox) is a really good idea, but other things could be done with it. I'm going to try doing one of those things."
There is absolutely nothing wrong with that. Not everything has to be a completely new idea. Plus, I don't think completely new ideas actually exist; everything starts out somewhere else. "There is nothing new under the sun", as Ecclesiastes says.


I messed around with the alpha build a little bit; it's pretty neat. As far as I could tell it doesn't have any of the lighting shown in the preview video, though, so tunneling around in the dark was awkward.
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« Reply #43 on: August 08, 2011, 08:12:23 PM »

This is really cool, in my opinion. I can't wait to play it, a team-based mining/exploration game? I would play Infiniminer but it's basically dead..

That aside, 20k wasn't a very reasonable goal for an indie game, but he stated that it was for more game-work and less work-work. I'm sure 20k is more than enough, though..
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« Reply #44 on: August 10, 2011, 12:36:48 PM »

I didn't say this was Minecraft, but if Minecraft were never created, I wonder if this would be getting the publicity it currently garners.

I'm all for extending ideas, and as Machine Saint said (ed.), completely new ideas aren't common. Most of my ideas are "inspired". I dunno. You could do a terrain game not based on mining, maybe you could make mud huts.

Exciting game concept.
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« Reply #45 on: August 10, 2011, 06:52:39 PM »

it looks a bit ugly, I mean the terrain and the cel shading.
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« Reply #46 on: August 10, 2011, 10:53:47 PM »

watched my brother play around with the pre-alpha release for awhile...

Yeah the graphics are kinda fugly right now...
It's really confusing about how deep you are digging, you could be digging into the earth and not realize you are 30 feet into the ground because everything is shaded the same, there are no shadows. There is no reference to know you traveled anywhere.

There are also tons of other weird problems. Most cropping up from trying to build freeform into 3d space...

This game does have tons of potential though. I'm anxious to see what this guy will do with the $22,853 he got kicked.
« Last Edit: August 11, 2011, 01:29:35 PM by Trevor Dunbar » Logged

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« Reply #47 on: August 11, 2011, 01:54:41 AM »

Agree about the digging problem. The building stuff feels much more dynamic than Minecraft but as a result it's kind of hard to build anything other than archways and floating stone penises.
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