Game Developer @ DefeatThePurpose Entertainment, working on an RTS called DungeonWars
Oops, I accidentally saved this one with a bit depth of 8. It looks terrible when not in HD view
It's not finished yet. It's not even alpha. :-) We've got plenty of time to add more notches yet.
Stay tuned ;-)
We're open for opinions and discussion here, but at the moment we're thinking around $15
Those labels are just a colour key at the moment, as I refine the interface they'll become labels for sorting tabs.
Vanilla content (blue ones) is content that is shipped with the game, User content (green ones) is content that has been made by the user.
Blocks are actually in no way easier to use. They require a lot more complicated computation and provide some real storage and scene management challenges. It takes far less computer AND programmer resources to store / build / work with regular heightmap or model based terrain than voxel terrain.
Nope. It's an error from the Developer's drop box account saying he needs to find a different host because he's generated too much traffic.
Yep, we're planning a sharing platform to be built into the game. But that wont be till a much, much later update. In the mean time, we'll use a forum website, and with the creator's permission, we'll pack some of the best community creations into the game with updates.
:D You'll be able to build your own vehicles out of materials you refine and mine. The speed, hull strength, fuel consumption are all based on how you augment your home grown spaceship. Same goes for cycles, car-like vehicles, planes, etc.
Yeah, there will be a scale slider in the properties panel, and eventually that will be moved to its own screen and have an npc shown next to it for size comparison. The scale slider wont give you extremely detailed control though; to keep the world consistent, the sizing will be set to powers of two. So 1 world block, will be 16 in width, which is 2^4. The smallest your model's voxels will be able to be is 1/16th of a world block
I haven't decided on any hard limit for the size, but i may cap it after the initial release depending on performance or practicality issues that may pop up. At the moment; its any size. :D
@Guest 17th Nov;
Thats right, we plan to provide an absolute tonne of content. In all areas, fuel for quests, npc variation features, landscape types, etc. The engine is built around easily adding and removing content.
I just made an article about the modeler application that you might like to read. We're supplementing our content, with the ability to create and share your own as well. All of the in game content will be made with the same tools that we provide alongside the game.
Well... Yes, but the surprise was that the modeler is going to ship with the alpha version of game next week! lol, we want to include it from the very start.
On that note, I have a surprise for you being uploaded for later. :-)
Yep. Everything will. :-)
That's what the Modeler and Modder applications that ship as part of the game are for. I'll be making all the vanilla content with the same tools that are available to everyone else to use.
So that includes tools, creatures, NPCs, other items. All made with the Modeler. With quests, world weneration rules, item properties, custom NPC stories all being made with the Modder.
I was thinking about having adjacent or near blocks that have plants on them. It can seem blood out the sides, into the soil.
I had completely forgotten about that part! Updated:
:-) There will be many dozens of creatures. Variety of creatures is a staple in any RPG. The first few that I think will appear will be Rabbits, Frogs, Human NPCs, and Human Bandits (the only aggressive mobs in the first release).
Further down the road, you will have the ability to make your own creatures with our modelling tool, and apply a set of behaviours and animations to it with some of the other tools from the modder application set. But I haven't posted about those yet. :D
Hey, I didn't mean to imply "levels" so much. I meant every individual skill will have its own level. Your farming skill wont have any baring on your combat skills. :-)
It's impossible to tell this early on in development. But honestly, I doubt it. It might *just* scrape by. The goal is to support as much hardware as possible, and currently it runs fine on almost everything. But there is still a lot to be added.
Yes, there is. We want there to be multiple ways to enhance things. So you'll be able to get some inventory augmentation devices, as well as spells, and natural levelling. :-)
There is absolutely no reason I cant do that. Consider it done (just not on the top of the priority list)
Thanks. Making this page and seeing the feedback (and watching the game jump up to rank 3 in popularity for a day :D) has been a real motivator. I'm working double time to get an initial release out ASAP.
I was actually just toying with this idea earlier today. :-)
Yes. Thats right. :-) But not immediately. It would take you a while, you would need to build the appropriate propulsion equipment and breathing apparatus. That stuff, of course, will be very difficult to make when you start a new game with just sticks and stones.
Java, yes. But I'm actively working on a C++ version to eventually take over. I just find I can make things faster in Java because I'm more familiar with it.