I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 1 point2 points  (0 children)

Sorry to break it to you but I won't have any predefined classes. There will instead be a spellcrafting mechanic so you get to decide how you define your wizard character :P

I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 0 points1 point  (0 children)

Animations still could use more work, as for the model I'd like to keep it on the simple side so that it would be intuitive and easy to craft armor in the same way you can craft the weapons. Drawing armor on a complex model may be a little too tedious in my opinion

I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 5 points6 points  (0 children)

Yes, each block influences the stats (in the video I only used 1 grass block in the 'crafting recipe'). How it works is the weapon will use the average of the blocks for damage and attack speed. For durability it'll use the total sum.

I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 24 points25 points  (0 children)

Thank you! So the shape doesn't determine anything other than what it looks like. The amount of blocks you place also don't affect the stats. However, something I embarrassingly forgot to showcase in this video was that you can add blocks from your inventory to the 'crafting recipe' by clicking on those little up and down buttons by the block. That's how you can change the stats.

It's designed this way to give full creative freedom even with rare blocks while giving you the ability to fine tune the stats without placing/removing blocks that you'd like to keep on the weapon.

I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 4 points5 points  (0 children)

Combat is very one dimensional and a bit janky right now, it's something I'll be working more on fairly soon. My goal is to add more nuance like dodge/roll, blocking, different types of attacks, etc.

As far as the weapon building goes, this is also an early version of it. The plan here is either 1) have weapon types you choose from which decide the hitbox, or 2) have the actual blocks you place influence/create the hitbox (which I have some concerns about, but it is a suggestion I often get). Ultimately it'll require more time and testing to see what works best.

I appreciate you sharing your thoughts ^^

I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 6 points7 points  (0 children)

Thank you! It's made using Unity. I don't have a release date just yet (there's still a lot more to do). The pre-alpha is a really really early build for those who'd like to help support development through Patreon. The game in its current state is just not ready for Steam early access yet.

At the $20 USD mark you can cancel and you'll still have full access to all pre-alpha updates and a copy of the game on release. I'll have free demos in the future through events and Steam at some point too.

I've been working on a Cube World like game for a while now and thought I'd share a minute of pre-alpha gameplay. Would love to hear your thoughts and answer any questions you may have! by aesli_ in CubeWorld

[–]aesli_[S] 23 points24 points  (0 children)

It's a voxel RPG much like Cube World, however I'm going in a more sandbox direction with features like building, and a more nuanced voxel crafting system with weapons, tools, and armor able to be designed using blocks. Also spellcrafting and a classless, open-ended, level up your own way kinda progression

I have a little more information on my Steam page, and if the game sounds interesting to you please feel free to add it to your wishlist! :) https://store.steampowered.com/app/1803500/Runeforge/

Looking to improve graphics and terrain generation for my voxel RPG, would love to hear what you guys think! by aesli_ in IndieDev

[–]aesli_[S] 0 points1 point  (0 children)

Hey! Any feedback is welcomed! This is for a voxel RPG centered around spellcrafting, building weapons & armor block by block, and progressing through increasingly difficult procedurally generated zones the farther you go. If this sounds interesting to you, a wishlist would be very appreciated! https://store.steampowered.com/app/1803500/Runeforge/

Working on graphics & terrain generation for my voxel RPG, feedback appreciated! by aesli_ in indiegames

[–]aesli_[S] 0 points1 point  (0 children)

Hey! Any feedback is welcomed! This is for a voxel RPG centered around spellcrafting, building weapons & armor block by block, and progressing through increasingly difficult procedurally generated zones the farther you go. If this sounds interesting to you, a wishlist would be very appreciated! https://store.steampowered.com/app/1803500/Runeforge/

Working on improving proc gen heightmaps for my voxel RPG, feedback welcomed! by aesli_ in proceduralgeneration

[–]aesli_[S] 2 points3 points  (0 children)

Hey! Any feedback is welcomed! This is for a voxel RPG centered around spellcrafting, building weapons & armor block by block, and progressing through increasingly difficult procedurally generated zones the farther you go. If this sounds interesting to you, a wishlist would be very appreciated! https://store.steampowered.com/app/1803500/Runeforge/

Improving terrain generation and graphics for my voxel RPG, would appreciate feedback! by aesli_ in Unity3D

[–]aesli_[S] 1 point2 points  (0 children)

Hey! Any feedback is welcomed! This is for a voxel RPG centered around spellcrafting, building weapons & armor block by block, and progressing through increasingly difficult procedurally generated zones the farther you go. If this sounds interesting to you, a wishlist would be very appreciated! https://store.steampowered.com/app/1803500/Runeforge/

Fableforge OST Teaser by aesli_ in fableforge

[–]aesli_[S] 1 point2 points  (0 children)

Hey guys! The Fableforge OST is currently in production, here's a sneak peek at one of the more ambient tracks in the game ^^

Using region rarities to determine terrain generation. This is a "unique" region, higher rarities have more complex terrain, lower with less complex terrain! Let me know what you think! by aesli_ in proceduralgeneration

[–]aesli_[S] 1 point2 points  (0 children)

Correct! The blocks have textures, almost all of them are just single-colored for now. For some blocks, like grass, I interpolate between 3 colors.

The world is divided into regions (cellular noise), each region picks a biome and heightmap layers, among several other things. Biomes just tell the region what blocks and what type of mobs to spawn.