Hi everyone.
We've talked about world concepts for a game module a lot over the past year and nothing has really stuck . Nature vs. Mechanist; Oreons vs. Cheese, Healthy vs. Junk Food, etc. I've been hoping that some of these concepts would generate some traction or interest, but they haven't. Part of the problem is, as we talk about these concepts, they grow to a point that seems a bit overwhelming to implement. Another part is, I don't think we've chosen something that strikes a real chord with anyone as a theme.
To get something going, we really need to start simple. We also need a solid, consistent vision that people are willing to get behind.
To that end, I'm hoping that one of my latest concept worlds will be both visually appealing, fun, and simple enough to get us going, all while staying true to what the Terasology engine does best - building stuff (primarily with blocks).
In an effort to get a basic game module underway, I've created a game-concept based off chess pieces. Glasz and I have been working on some initial character models for the game that I'm really excited about. Glasz's collaboration really got me energized and thinking that this first game module might actually be possible. You can check out some of the great 3D models he's created based off my concept art in the Art forum:
http://forum.movingblocks.net/threads/light-and-shadow.762/
The basic rules of this game module are pretty simple:
1. Red vs Black - (chess pieces are the minion/character models only, it's not chess)
2. Tower building and defense (build and defend towers)
3. Destructible environments (think of our old rail gun on a smaller scale)
4. Waypoint or objective-type captures as the end goal
5. Gameworld is based on classic board games (see the art thread)
Minion control, AI, crafting of resources / weapons, etc. would all be things to discuss at some later point. There are obviously MANY details that would need fleshed out. But I feel we really need a sense of where to start. I'm hoping this concept is unique and distinct enough from many of the minecraft clones out there that it sets us apart, while still being simple enough for us to work on and actually implement.
Please read over some of the ideas over in the Art thread and let me know if this is something people would like to explore further (or not).
We've talked about world concepts for a game module a lot over the past year and nothing has really stuck . Nature vs. Mechanist; Oreons vs. Cheese, Healthy vs. Junk Food, etc. I've been hoping that some of these concepts would generate some traction or interest, but they haven't. Part of the problem is, as we talk about these concepts, they grow to a point that seems a bit overwhelming to implement. Another part is, I don't think we've chosen something that strikes a real chord with anyone as a theme.
To get something going, we really need to start simple. We also need a solid, consistent vision that people are willing to get behind.
To that end, I'm hoping that one of my latest concept worlds will be both visually appealing, fun, and simple enough to get us going, all while staying true to what the Terasology engine does best - building stuff (primarily with blocks).
In an effort to get a basic game module underway, I've created a game-concept based off chess pieces. Glasz and I have been working on some initial character models for the game that I'm really excited about. Glasz's collaboration really got me energized and thinking that this first game module might actually be possible. You can check out some of the great 3D models he's created based off my concept art in the Art forum:
http://forum.movingblocks.net/threads/light-and-shadow.762/
The basic rules of this game module are pretty simple:
1. Red vs Black - (chess pieces are the minion/character models only, it's not chess)
2. Tower building and defense (build and defend towers)
3. Destructible environments (think of our old rail gun on a smaller scale)
4. Waypoint or objective-type captures as the end goal
5. Gameworld is based on classic board games (see the art thread)
Minion control, AI, crafting of resources / weapons, etc. would all be things to discuss at some later point. There are obviously MANY details that would need fleshed out. But I feel we really need a sense of where to start. I'm hoping this concept is unique and distinct enough from many of the minecraft clones out there that it sets us apart, while still being simple enough for us to work on and actually implement.
Please read over some of the ideas over in the Art thread and let me know if this is something people would like to explore further (or not).