Tiny update! We haven't had much to update as we're currently discussing what big part of the game we'll work on next. However, Boundless is still very much in development, even though I suck at updating. The map/starting zone has grown quite a bit. Thanks for following us!
Thanks for the feedback, we definately want to include a headbob-effect for the sake of realism. However, the code to implement headbob is quite complex, so right now we've prioritized other things.
Right now, Boundless can run smoothly on quite old computers, since the world consists mostly of static meshes with simple collision. I expect creatures and AI to take more computer power, but naturally we'll do everything we can to keep the specs down so that as many people as possible can enjoy our game :)
We considered a list before as well, but we think it's too overpowered to let players know exactly what they can do with an item. We're trying out the command-based system since it frees us of any GUI, but also lets you completely use your imagination when it comes to interacting with items.
The very basic survival features (food, drink and sleep) are now complete. The inventory system works, and the game is starting to look like an actual game. We want to update some graphics and finish our new edible fruit-meshes before we upload our first gameplay video. I'll get back with more information in a few days :)
We just started about a month ago, so we're still working with the base systems. As soon as we feel we finish our hunger, sleep, thirst and inventory system we're going to release an alpha build for everyone to try. So hang in there! :)
We want the world and the main character to be as mysterious as possible. The game is always in first person so you will actually never see how your character looks, (or even if he's human).
Our goal was to create a game that we ourselves would love to play, but if Boundless would become a hit then that would definately be cool too, as that would mean a lot of people share our interest in games! :)
Those clouds are the standard skybox clouds for the UDK-engine - we still haven't quite decided how we want the sky to look in Boundless, so yes.. those are clouds. For now. :)
Nope, those are special kinds of mushrooms that only grow high up on rocks.
We're currently working with the different ecology-logic in Boundless. For example, some plants only grow close to other plants, while others only grow on certain areas, surfaces, or heights. For example, the smaller mushrooms are always accompanied by red leaves under them, while the red rose-like things only grow at the feet of big rocks :)
Boundless will not have procedurally generated levels. One reason is that it takes more time to specify a good level-design logic for a procedurally generated map (i.e so that everything doesn't scatter around randomly) than it would take for us to make well-made, scripted and polished maps.
Another reason is that no current procedural program can create maps of the same high quality than an experienced level-designer can, especially not when it comes to a game with as many complex variables as Boundless.
Another reason is because a pre-made level with pre-built lightning will look much better visually, and run more smoothly on less powerful computers.
This however, does not mean that you'll ever run into the same area twice. Upon the game's release, the world will be absolutely super-huge. The engine also gives us the ability to work several people on the same map, so if everything goes right, we will expand the world faster than you can explore it.
We want the world to be as mysterious as possible! Basically we want the player to feel like a stranger in a strange world. You might be human, or you might not. You will probably never know, as the game is in first person. Maybe we'll leave clues here and there for the observant and the dedicated. Or maybe we might not. =)
Hallucinogens is something that we definately want in the game! We will start with the ones that are easiest to implement, such as intoxication effects (i.e color distortion, and other visual effects), but ideally we want some animals to only be visible when the player has ingested certain mushrooms or plants. Some mushrooms will make you hallucinate friendly creatures that might show you the way to a treasure, while others will lead you directly into a monster's den.
A slight poison that cures more toxic poisons (and maybe diseases) is a cool idea. This is also the first fanart we've recieved for Boundless, so thank you! =)
Tiny update! We haven't had much to update as we're currently discussing what big part of the game we'll work on next. However, Boundless is still very much in development, even though I suck at updating. The map/starting zone has grown quite a bit. Thanks for following us!
Thanks, we're glad you liked it!
I had a very interesting time reading your news posts, Crawle seems to share a lot of design ideas with our game Boundless. Best of luck!
Thanks for the feedback, we definately want to include a headbob-effect for the sake of realism. However, the code to implement headbob is quite complex, so right now we've prioritized other things.
Right now, Boundless can run smoothly on quite old computers, since the world consists mostly of static meshes with simple collision. I expect creatures and AI to take more computer power, but naturally we'll do everything we can to keep the specs down so that as many people as possible can enjoy our game :)
We considered a list before as well, but we think it's too overpowered to let players know exactly what they can do with an item. We're trying out the command-based system since it frees us of any GUI, but also lets you completely use your imagination when it comes to interacting with items.
Small update:
The very basic survival features (food, drink and sleep) are now complete. The inventory system works, and the game is starting to look like an actual game. We want to update some graphics and finish our new edible fruit-meshes before we upload our first gameplay video. I'll get back with more information in a few days :)
Yes ;D
It's too early for us to know, sorry!
The alpha build will be free, of course. :D
We just started about a month ago, so we're still working with the base systems. As soon as we feel we finish our hunger, sleep, thirst and inventory system we're going to release an alpha build for everyone to try. So hang in there! :)
How do you mean how many percent did we make? o.o
We want the world and the main character to be as mysterious as possible. The game is always in first person so you will actually never see how your character looks, (or even if he's human).
Hi!
The only inventory you'll start with are your two hands. You will be able to obtain new inventories, but these will be rather rare.
Looks like it really has potential, watching!
I love your graphical style, good luck!
We will try to get playable versions of the game out as soon as possible, no beta application needed :)
Our goal was to create a game that we ourselves would love to play, but if Boundless would become a hit then that would definately be cool too, as that would mean a lot of people share our interest in games! :)
Those clouds are the standard skybox clouds for the UDK-engine - we still haven't quite decided how we want the sky to look in Boundless, so yes.. those are clouds. For now. :)
Nope, those are special kinds of mushrooms that only grow high up on rocks.
We're currently working with the different ecology-logic in Boundless. For example, some plants only grow close to other plants, while others only grow on certain areas, surfaces, or heights. For example, the smaller mushrooms are always accompanied by red leaves under them, while the red rose-like things only grow at the feet of big rocks :)
Boundless will not have procedurally generated levels. One reason is that it takes more time to specify a good level-design logic for a procedurally generated map (i.e so that everything doesn't scatter around randomly) than it would take for us to make well-made, scripted and polished maps.
Another reason is that no current procedural program can create maps of the same high quality than an experienced level-designer can, especially not when it comes to a game with as many complex variables as Boundless.
Another reason is because a pre-made level with pre-built lightning will look much better visually, and run more smoothly on less powerful computers.
This however, does not mean that you'll ever run into the same area twice. Upon the game's release, the world will be absolutely super-huge. The engine also gives us the ability to work several people on the same map, so if everything goes right, we will expand the world faster than you can explore it.
Hope this answers your question :)
Thanks for bookmarking us!
Thanks! :)
Haha, Bear Grylls actually has nothing to do with our game, but I'm sure that if he'd ever play Boundless, he would be really, really good at it!
Thanks for watching us!
Looks awesome, good luck with the release!
Yes! Soon... :D
Wow, I didn't know Bebopvox talked about our game. Awesome!
Thanks, it's this kind of support that makes us work even harder! :)
We want the world to be as mysterious as possible! Basically we want the player to feel like a stranger in a strange world. You might be human, or you might not. You will probably never know, as the game is in first person. Maybe we'll leave clues here and there for the observant and the dedicated. Or maybe we might not. =)
Hallucinogens is something that we definately want in the game! We will start with the ones that are easiest to implement, such as intoxication effects (i.e color distortion, and other visual effects), but ideally we want some animals to only be visible when the player has ingested certain mushrooms or plants. Some mushrooms will make you hallucinate friendly creatures that might show you the way to a treasure, while others will lead you directly into a monster's den.
A slight poison that cures more toxic poisons (and maybe diseases) is a cool idea. This is also the first fanart we've recieved for Boundless, so thank you! =)