A single-player total conversion of Cube2-Sauerbraten with focus on adding rpg/adventure elements. The goal is to make gamebuilding as fun as playing a game, with intuitive menus and guides to help anyone make their own open-source rpg/adventure game, without prior knowledge of programming or 3D-modeling.

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A single-player total conversion of Cube2-Sauerbraten with focus on adding rpg/adventure elements. The goal is to make gamebuilding as fun as playing a game, with intuitive menus and guides to help anyone make their own open-source rpg/adventure game, without prior knowledge of programming or 3D-modeling.

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SabiCube 1.1

A single-player total conversion of Cube2-Sauerbraten with focus on adding rpg/adventure elements.
The goal is to make gamebuilding as fun as playing a game, with intuitive menus and guides to help anyone make their own open-source rpg/adventure game, without prior knowledge of programming or 3D-modeling.

The 1.1 release will focus on implmenting classic rpg-style weapons, it includes the game Age Of Reason and as always... a test-map for the new features. Some additions to SabiCube 1.1 might temporarely break support for the game ZetaProject, but it shold still be playable, and if you find a bug, please let me know.

SabiCube is tested on 64-bit (Kubuntu 13.10) and 32-bit (Linux Mint 15 Xfce), and installing should be fairly simple, just extract the zip-file and place the sabicube-folder in your home-dir. If you havent played games on your computer, you might need to install some dependencies, the easyist way to get them all, is to just install Sauerbraten from your repository. To start the game you just execute sabicube_unix. If you have problems, just follow this guide: Github.com

SabiCube 1.1

Changelog 1.1:
added tools-folder, md5-export and InsaneBump
player-mana for spells
playerskill manaregeneration
basic alchemy inspired by morrowind (scripting not complete)
playerskill alchemy allow player to make better potions
new hudguns sword, fist, bow, fireball, frostball and slimeball
new hud with 10 slots, tied to hotkeys
all inventory-items and weapons can be placed and used in the new hud
new npcs and monsters
notifier when player have gathered enough experience for a level
dynamic switching of gui-skin
new start background
npcs with random wander-mode
npcs defend themself or others if they are close enough to see an attack
New game added: Age Of Reason
lots of bugfixes, and lots of interesting new bugs

Changelog 1.0:
main-menu and gui re-arranged to fit SabiCube options
basic inventory and inventory-items, works without any scripting
large collection of open-source map-models/textures available
focus on firstperson singleplayer
added new monstertypes
expirience is granted when killing monsters or solving quests
destructable wood-crates with scriptable random loot
new hudgun animations: crowbar, pistol and shotgun
added file-browser to editor
two new item types, pickups and npcs/triggers
dynamic map-browser
simple scriptable game-menu
item pickups have weight (scriptable)
Player will be encumbered when carrying too much
playerskill strength allow player to carry more
playerskill health permanently increse playerhealth
playerskill energy permanently increse playerenergy
added crouch/sneak and speedrun, running require energy
health and energy-bar
fishing
lockpicking
shopping
savegames (autosave)

TODO:
alchemy. combine item effects (health vs. poison)
savegames with playerposition and trigger/monster-states
hudguns and animations in general need improvement
Automating game-building (game menu)
npc-dialog creation kit
make usb-image with lglive, SabiCube, Blender (incl. md5-export) and misc. tools
Lua-scripting ?
game manual - tutorial map?
player/weapon-customization
complete npc persuation script

You can follow the development on ModDb: Moddb.com where the latest "stable" release is available for download, and you can download the development version of SabiCube on GitHub: Github.com

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sandsound Author
sandsound - - 32 comments

Theres a minor bug in SabiCube 1.1 when you create a new game/map. It is fixed in the github-version, but if you dont want to update via git, you can just edit the cfg-file yourself, after the map is loaded.

Once You have created a map, you will get the error:
Could not read /packages/base/ageofreason/sabitest/triggers.cfg

Click "F1" for editmode and click "F3" for the main edit menu, here you select the tab to the right named "cfg", and edit the line:
exec packages/base/ageofreason/sabitest/triggers.cfg
to this:
exec packages/base/ageofreason/monastary/triggers.cfg
save the file, reload your map and you are done.

The best way organize your project, is to make your own "gamename" folder in /packages/base/ and the copy the files you need for inventory, gamevars triggers and other scripts. This require some light editing in your MapName.cfg, so instead of pointing to:
exec packages/base/ageofreason/monastary/triggers.cfg
your cfg-file should point to:
exec packages/base/yourgamename/triggers.cfg

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