To understand what RuinValor is you must first gain knowledge of how it came to be. The roots of my desire to make video games can be traced back to Neverwinter Nights; while the singleplayer certainly leaves something to be desired the multiplayer was the jewel amongst the stone in my mind. Packed with a toolset editor, the ability to create, modify, and share worlds of your own is what interested me the most. Couple that with an in game Dungeon Master mode to enhance story telling for the hosts player base and what you obtain is a powerful set of tools that assist in maintaining interest in a game long after its initial release. I have long believed that if you put the proper tools in the hands of the people who make content ( modders and such ) the life of the game can be infinitely extended. game. Throughout the design process I have ensured the core concept for all systems put in place rely on the single factor of customization.

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Media RSS Feed Report media Pre-Alpha Footage v2
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mainardy Feb 4 2013, 4:48am says:

Awesom :D that's what i'm talking about! the game seems fluid!

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riuthamus Author
riuthamus Feb 4 2013, 4:55pm says:

It is a very smooth game. You should see how fast we generate chunks.

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iakamil Feb 20 2013, 1:00am says:

wow. i really like how the chunks dont pop in, but instead become gradually visible as you look at them. good work riu!
~Nuke Dukem

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riuthamus Author
riuthamus Feb 20 2013, 1:34am replied:

Thanks bro, we are looking at another cool feature here shortly. Just wait till you see the new stuff.

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This is footage after we converted from XNA to SlimDX. This is again just basic features that are not fully represented at their current state. We are working on getting a live video of the new engine out within the month.

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Feb 3rd, 2013
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