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877937 Posts in 32895 Topics- by 24322 Members - Latest Member: AgerraTrel

May 20, 2013, 07:41:31 PM
TIGSource ForumsPlayerGamesLords of Uberdark: Voxel-based terrain editing
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Author Topic: Lords of Uberdark: Voxel-based terrain editing  (Read 4303 times)
moi
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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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lelebęcülo
Trevor Dunbar
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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

Toucantastic.
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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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