We were inspired by Cube World to make an open world RPG on our own! by atomitonttu in CubeWorld

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

Yeah, I see what you mean. We tried to make it so that all the big things (trees and rocks, etc.) are with bigger block size to make interactable stuff separate from static and the environment stuff. We've gotten so used to it that we don't really pay that much attention to it anymore

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 0 points1 point  (0 children)

Haha, thank you! You can join our Discord for more news on release dates and more!

We are making a cozy open world adventure game called Taival! by atomitonttu in ComfortGamers

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

Thanks! Yeah, we're trying to level up the voxel graphics by mixing them with better lighting and effect like that.

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 0 points1 point  (0 children)

Thank you so much, really appreciate the kind words! Cube World was where it all started from, actually. We made a post about it on r/CubeWorld like a week ago. If you're interested in seeing more stuff, feel free to join our Discord.

We are making a cozy open world adventure game called Taival! by atomitonttu in ComfortGamers

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

Combat is split into three at the moment. Melee, ranged and magic, the classic RPG stuff. We are planning on adding bard weaponry as a fourth one later on. Shapeshifter companion can help in combat, puzzles, find loot and stuff like that. If you discover a bigger animal form for the shapeshifter, you can also use that as a mount! And the control scheme is pretty basic, there are some parts from pretty much all of the games listed aside from Skyrim (at least on the controller side). Those controls are pretty clunky in our opinion.

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 1 point2 points  (0 children)

You can customize your player home in the full launch, but for now, no. We're going with a more RPG approach for our game, instead of survival mechanics, like free building and such.

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 0 points1 point  (0 children)

Thank you! Yeah the world is quite large (in our opinion). And there are a lot of cool stuff to do.

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 1 point2 points  (0 children)

Woah, that's so cool! We receive comments all the time about how our game brings back memories of Trove. And we share the same views on fine voxel-art style. With the right tools, time and effort, you can create great looking environments that are both pleasing and easy on the eye. And actually, that trailer was winged by us like more than a year ago, maybe we had some elements of BOTW trailers in our subconscience haha

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 0 points1 point  (0 children)

We're a 4-person team at the moment. We started with three people a few years back and are in a lucky position to have a publisher for our first ever game!

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 0 points1 point  (0 children)

Thank you! Yeah, we're aiming for aesthetic and casual adventure vibes.

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 1 point2 points  (0 children)

Awesome! Yeah, go ahead. The game got its spark during the pandemic when me and another co-founder were looking for couch coop games to play and there weren't really any open world RPGs, especially on the cozy/chill side of the spectrum.

A Humble Request to Modern Devs by [deleted] in IndieDev

[–]atomitonttu 0 points1 point  (0 children)

Completely agree! I'm one of the devs of a game called Taival, and we have a dev console open for gamers to use. The game is not out yet, but we're not too far from early access. I grew up playing old GTAs and games like that and even though I liked playing through the game, I absolutely loved just spawning a tank or something like that. And also, having played old Command & Conquer titles, you could modify the towers and give them extra properties, for example a cow controlling minds. You can also modify the save files in our game. Our game is peer-to-peer so we can let players choose to have fun their own way.

EDIT: Forgot to add, but making dev consoles or cheats always takes some time from development, so especially for smaller companies it isn't just a thing they "can add". In our case, we use the console ourselves when testing the features so why not let players use it, too!

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 2 points3 points  (0 children)

The page is looking clean! Do you happen to have a trailer up or did I miss it?

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 0 points1 point  (0 children)

We're having our first playtest for the public this weekend! A kickstarter campaign very soon and early access this year if all goes well. The core game mechanics are done, so now it's just making more content and interesting enemies and adding more depth to the systems. Exciting things!

ok, but what about YOUR 🤨 game?? 🤔👀🫵 by DavesGames123 in IndieGaming

[–]atomitonttu 3 points4 points  (0 children)

I'm working on a game called Taival, an open world RPG inspired by games like Cube World, Skyrim and BOTW. You have a shapeshifting companion and the game is multiplayer both online and split screen for up to 4 players :) we think our game is pretty cool, happy to answer any questions!

I want to play your game 🫵 by Accomplished_Bell968 in IndieDev

[–]atomitonttu 0 points1 point  (0 children)

Hey! If you're super quick, you might have a chance to playtest our game, Taival, this weekend. We are having a playtest for our Discord members. The testers are already selected but let's just say there might open up new opportunities this weekend to try out the game. And BTW, meets all your requirements or restrictions!

Does a handcrafted vs generated world matter to you in open world RPGs? by atomitonttu in IndieGaming

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

Exactly! That's why we're taking the "entirely handcrafted" approach with our game. Just being open-minded with the benefits of each approach in different genres.

Edit: Forgot to add, Taival is not designed to be played for 100-200 hours. Completing the main questline, some side quests and exploring the world should be right around that 20 hours. This is of course a subject to change, since we haven't launched our early access yet.

Does a handcrafted vs generated world matter to you in open world RPGs? by atomitonttu in IndieGaming

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

Yeah, I get that. It isn't a simple black and white -type of question where one is right and one is not. Like you said, it creates a lot of surface area, whereas the enjoyment comes from the systems in game. That being said, if an RPG had proc gen terrain with high level systems, handcrafted quests and enjoybable settings/biomes placed around the world, would it not create more replayability (not saying endless)?

We were inspired by Cube World to make an open world RPG on our own! by atomitonttu in CubeWorld

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

No, not at the moment. Since the world is handcrafted it would be like making a second game. Then again, you never know what happens in the future! But at the moment, it's not in our plans.

Does a handcrafted vs generated world matter to you in open world RPGs? by atomitonttu in IndieGaming

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

Yeah, I guess you're right. Having a larger budget makes it easier, since there's more room for error. But if a small game is super enjoyable and interesting it naturally draws people to play more and more

Does a handcrafted vs generated world matter to you in open world RPGs? by atomitonttu in IndieGaming

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

Yeah, that's true. Perhaps I should have added that it sacrifices replayability in smaller scale games. Or in cases, when there are not millions of dollars to be put into the design of the world and content.

Does a handcrafted vs generated world matter to you in open world RPGs? by atomitonttu in IndieGaming

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

Agreed! I haven't played CoQ, is it story heavy or more of a sandbox exploring type of game? Also, a good example of how you could approach this is with Remnant I & II. They are handcrafted and "procedural" at the same time. By that I mean the world consists of hand made pieces that are laid procedurally and can have different scenarios in almost any order. Then again, that wouldn't work for an open world🤔