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TIGSource ForumsDeveloperPlaytestingCube World - Voxel-Based Exploration RPG [WIP]
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Author Topic: Cube World - Voxel-Based Exploration RPG [WIP]  (Read 86626 times)
wollay
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« Reply #20 on: June 10, 2011, 02:52:49 PM »

knight: I actually like crafting in RPGs. I think it's a cool feeling when you have e.g. gathered enough dragon scales to finally craft your new super cool dragon scale armor. But I also think that enemies should drop armor and weapons, too, so you're not dependent on crafting.

Xion: Yeah I was also thinking about uniquely looking monsters wearing random armor, weapons and with different proportions etc. Your pixel art is awesome, btw!

Christian: Cool, that's a big motivation for me. Smiley

poe: I programmed it with Visual C++ and used OpenGL for the graphics and DirectSound for the audio. The player and enemy characters are also hard-coded in C++. Wink

At the moment I'm optimizing the engine. I made some screenshots during testing today:





More screenshots are in my blog.
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poe
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« Reply #21 on: June 10, 2011, 04:56:29 PM »

Loving it!
I'm a sucker for an RPG Smiley


Anyways, followed your blog can't wait to see more!
« Last Edit: July 07, 2013, 12:39:26 PM by poe » Logged
RichMakeGame!
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« Reply #22 on: June 10, 2011, 05:13:02 PM »

did you do any tests with the resolution of the blocks? eg. how small could you feasibly make them? just curious..
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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
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rtpg
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« Reply #23 on: June 11, 2011, 09:09:36 AM »

Very neat! The look is really easy on the eyes for something so early.

Maybe you could orient this towards more of an exploration game than MC, I could really see a hack n slash played like this.
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knight
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« Reply #24 on: June 11, 2011, 12:14:51 PM »

knight: I actually like crafting in RPGs. I think it's a cool feeling when you have e.g. gathered enough dragon scales to finally craft your new super cool dragon scale armor. But I also think that enemies should drop armor and weapons, too, so you're not dependent on crafting.
Okay I see your point there. Well anyways good luck! I can't wait to play it.
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poe
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« Reply #25 on: June 11, 2011, 01:01:05 PM »

Maybe for crafting, make every item procedurally generated. When you craft two things together, you would get random stats from both of them.

So like a fire axe with 16 attack and a earth sword with 10 attack and 15 speed you could get a fire axe with 15 speed and 10 attack.
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wollay
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« Reply #26 on: June 11, 2011, 03:14:58 PM »

poe: Thanks for the offer but in this early development phase I prefer working on the project on my own and keep at my blog and the Facebook page as websites for Cube World. But it's cool that you're so interested in it.  Hand Thumbs Up Right Your crafting idea sounds interesting. I also like the idea of pimping existing equipment. Wink

RichMakeGame!: Not directly but I'm quite satisfied with the current size regarding performance and memory consumption. I don't think I can increase the resolution much further.

rtpg: Yeah, I also think the hack n slash direction would be nice.

Here's what I did today: I made a voxel editor to create detailed 3D sprites. I already created a new test head for the hero character and a new sword. The rest of the body still needs to be pimped. Here are some screens:


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poe
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« Reply #27 on: June 11, 2011, 03:39:46 PM »

Wow that's breath taking!
Everything you do just make me want it more and more!
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Conker534
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« Reply #28 on: June 11, 2011, 05:50:47 PM »

I love it
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Rob Lach
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« Reply #29 on: June 11, 2011, 10:35:19 PM »

Looks cool.
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Sakar
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« Reply #30 on: June 11, 2011, 11:34:31 PM »

This is looking quite nice so far
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wollay
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« Reply #31 on: June 12, 2011, 01:13:04 AM »

Thanks guys. I made some new 3D sprites, a goblin, an old man and a girl.




You can also see them in action here:


« Last Edit: June 12, 2011, 01:26:05 AM by wollay » Logged

poe
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« Reply #32 on: June 12, 2011, 05:31:54 AM »

I love how they explode on death lol
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Nugsy
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« Reply #33 on: June 12, 2011, 05:42:49 AM »

Wow! This keeps getting better and better!

 Kiss

Edit: The only issue i can see from the screenshots is that all the colours kind of blend together, making it hard to tell the difference between materials. But other than that, as i've said, it's great!
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wollay
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« Reply #34 on: June 12, 2011, 10:14:28 AM »

Thanks for the feedback. Here's just a small update of what I'm working on atm: I added speech bubbles for NPCs and can now start implementing quests.

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poe
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« Reply #35 on: June 12, 2011, 10:38:49 AM »

HOLY EYEGASM!

Are quests going to be procedurally generated?
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Conker534
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« Reply #36 on: June 12, 2011, 10:42:45 AM »

Is this going to be free or cost moneys
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Xardov
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« Reply #37 on: June 12, 2011, 05:15:25 PM »

Looks nice, and I love how they explode when they die. :D  Combat seems a little glitchy though.
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« Reply #38 on: June 13, 2011, 04:06:56 AM »

looks good, my only gripe is the clouds look a bit solid. Perhaps a different way of shading them would help to make the look separate from the world.
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wollay
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« Reply #39 on: June 13, 2011, 04:26:06 AM »

poe: Yes, quests will be procedurally generated.

Conker: When it's finished and good enough it will probably cost money, but not much cause it's indie. Wink

Xardov: Yes, combat is still very experimental.

Cunnah: Good idea, I'll think about a better shading.  Hand Thumbs Up Right

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