Tag Archives: exploration

Cube World City Screenshots

Wollay recently made another post on his blog showing off various building architecture that you can encounter during your adventures. I just keep getting more and more excited about this game! Check out the full post below:

Just a short status update about the new name: I already have a new favorite but I’d like to wait a little, maybe there’s a better one.

Currently I’m working on the following things:

The Cube World is divided into different lands (of course randomly generated ones). Each land has a level and all creatures living in that land have the same level. The land level increases with distance from the starting position.

Each land has a capital city and is inhabited by NPCs. They have quests, sell items or just talk about random stuff. 🙂 Each city has a center place where all shops and other useful buildings are located.

In contrast to before, buildings are now randomly generated: they now have varying rooms, sizes, walls, roofs etc. Furthermore, I’m working on multiple themes. Here are the ones that I have finished so far:

European style framework houses:



Medieval stone houses:



North American style wood houses:



Log houses:



Next I want to add themes for deserts and jungles.

Cube World Update: Class Overview

In a new post by Wollay (http://wollay.blogspot.de/2012/10/cube-world-class-overview.html), four classes have been revealed to be in Cube World so far: the mighty Warrior, the nimble Ranger, the mystical Spirit Mage, and the illusive Rogue. I say “so far” because the post does not indicate whether there will be more classes than this or not.

According to Wollay, each class has two different specializations that affect what passive and active abilities the class has available for use. In a way, this sort of makes the game have eight classes so far, though he says you will be able to change your specialization when in villages. Below an excerpt from the post about the classes, though he says he’ll give more details about each class in separate posts.

Warrior

Warriors are masters of close-range combat. They wear heavy armor and can wield swords, axes, maces, greatswords, greataxes, greatmaces and shields.

Warriors can be Guardian or Berserker.
– Guardians have increased health and defensive abilities.
– Berserkers profit from war frenzy, which increases their attack speed with each hit.

Ranger

Rangers defeat their foes from the distance. They wear medium armor and can attack with bows and crossbows.

Rangers can choose between Sniper and Scout
– Snipers are specialized on accurately aimed range attacks.
– Scouts are more mobile are good in mid-range combat.

Spirit Mage

Spirit Mages use their mind to control the spirit and to cast powerful spells. In contrast to all other classes they passively generate spirit over time. They wear light armor and can use staffs and wands.

Spirit Mages specialize on fire or water spells.
– Fire Mages can shoot firebolts and fireballs to burn their enemies.
– Water Mages can cast water drops and water splashes. The resulting water puddles heal friendly targets.

Rogue

Rogues are stealthy fighters specialized on sneaking, cheating and fast attacks. They wear medium armor and can use daggers, fist weapons and longswords (I’m also thinking about adding shurikens and other throwing weapons).

Specialization: Rogues can follow the way of the Assassin or the Ninja
– Assassins ambush enemies using stealth attacks.
– Ninjas are specialized on evasion and counter attacks.

Cube World

Let’s take a look at another upcoming indie game that is tentatively called Cube World. I’ve known about this game for a few months now and I’ve periodically been checking up on its progress on the developers blog: http://wollay.blogspot.com, though the blog has not been updated in the past two months. This is understandable considering that it’s been mostly a one man team (I think they’re a two man team now) and this is probably a “when I have time” project. Nevertheless, the game looks impressive so far and I’m looking forward to it.

A quick look at any of the number of pictures that the developer has posted reveals one of the more obvious sources of inspiration for the game: Minecraft. The game world and everything in it is made of voxels. Think of them as the 3D counterpart to 2D pixels, but let’s just refer to them as cubes for simplicity. The inspiration from Minecraft doesn’t stop at the visuals of the game, but the way the world is endlessly, randomly generated (aka. procedural generation). Of course, there are plenty of other games that have used procedural generation, I’m just using Minecraft as a point of reference.

If you had to pack Cube World into a genre, it would probably be Action RPG, since the gameplay is sort of inspired by games such as the The Legend of Zelda series, but has RPG elements you might expect to find in one of today’s popular MMOs like World of Warcraft. Of course, I’m sure there’s plenty of other places from which the game developer draws inspiration.

Those who played Minecraft might be wonder if there’s any digging in the game, given the chosen graphical style. Unfortunately, there is not, but there will still be support for building houses. What this means in terms of gameplay, I do not know. There are also plans for crafting in the game using loot obtained from defeating enemies, as well as character customization, more character classes, weapon and item customization, a variety of different quests, and pets.

You might be wondering if there will be multiplayer in Cube World. Have no fear… for there is multiplayer! You’ll be able to play cooperatively with your friends whenever you like. Though, at the moment, there is no word on the maximum amount of players that can be on a single server.

As of right now, there is no release date for the game. It will be down when it is done. I will definitely purchase the game when it’s ready. Though, I’m curious what the method of distribution will be… Steam perhaps? We’ll just have to wait and see. Before you go, check out this fan made “trailer” for the game using a variety of in-development footage.

Starbound

Have you ever played Minecraft (by Mojang)? You probably have at some point, even if it was just to play with friends. With no particular goal in mind, you just mined, crafted, built things, and slayed monsters at your leisure. Essentially, that’s what a sandbox title it all about. Do whatever, whenever. Then a game called Terraria (by Re-Logic) came along that sort of accomplished the same thing, but with a slightly different focus. While you could build, its focus was more on the progressive nature of creating increasing stronger items to battle increasing stronger enemies.

Neither of these two games had a story, other than what the player could imagine for themselves. What if they did have an actual story-line, filled to the brim with quests and story-driven missions? Well, I suppose they’d sort of slide in the direction of the Elder Scrolls titles; a story-driven sandbox game.

Introducing Starbound!

Starbound is a story-driven sandbox game that is currently being developed by an indie game company called Chucklefish, started by Finn “Tiy” Brice (who happened to do the graphics for Terraria).

The game begins with you fleeing your homeworld in a space shuttle, just as it’s destroyed by an unknown  enemy. You become lost among the stars without anything to guide your escape pod, but luckily, you happen upon an abandoned space station. This is where your adventure begins.

As you progress through the game, you’ll be able to upgrade the capabilities of the space station. You’ll need to find people to be part of your crew, conduct research, catch rare creatures to study and train, and unlock its multitude of facilities.

Much like Minecraft and Terraria, all of the planets in Starbound are procedurally generated, each containing unique content. They didn’t want any two planets to be the same. And it’s not just the terrain that is being generated in this way, but the weather, the gravity, the difficulty level, the plant life, the behaviour and appearance of alien creatures, and much more all contain random or procedurally generated elements.

When you decide that you want to settle down, you can actually claim a whole planet for yourself! You’ll be able to change everything about the planet, from the weather to the terrain. Build to your hearts desire.

So far, they’ve been teasing us with images and demo videos, and all I have to say to them is…. SHUT UP AND TAKE MY MONEY! I’m extremely pumped about this game and given the amount of hours I put into both Minecraft and Terraria, I think it’s safe to say I will also put a ton of hours into Starbound.

Oh, and the music for this game is going to be awesome. Check out some music done for the game by Curtis Schweitzer on Soundcloud at http://soundcloud.com/curtis-schweitzer/sets/starbound/.  Note that this music may not be the final version as pointed out by Omni in THIS blog post.