Hear hear
I keep seeing references to Arcanum, and have seen it now and then online and even in stores. I wish I had enough time to spare to actually play it - you can get it online for the magnificent sum of $6: http://www.gog.com/gamecard/arcanum_of_ ... ck_obscura
Not that I really have money to spare either, but if somebody is willing to go through it who can use the inspiration to do something significant for Terasology I might be able to survive actually buying the game for said somebody
Quests - hesitant, like I've expressed here and there, tho I've got some sneaky ideas to do something similar. Yeah just handing out procedural kill quests and such would be fairly meh, especially vs. games that do it so much better. Same for substantial story-driven stuff, tho I like the idea of procedurally generated flavor.
DF style gameplay to perfection I agree on as well, it is an ambitious challenge that seems more like an ultimate goal than "this is what we're doing now!" - if we can solve assorted technical obstacles on the way there we'll have a viable game long before getting there, and maybe, just maybe, we can eventually get all the way there. One big advantage we have over Toady: Open source and a large team
In the meantime tho, lets make a fun sandbox!
I keep seeing references to Arcanum, and have seen it now and then online and even in stores. I wish I had enough time to spare to actually play it - you can get it online for the magnificent sum of $6: http://www.gog.com/gamecard/arcanum_of_ ... ck_obscura
Not that I really have money to spare either, but if somebody is willing to go through it who can use the inspiration to do something significant for Terasology I might be able to survive actually buying the game for said somebody
Quests - hesitant, like I've expressed here and there, tho I've got some sneaky ideas to do something similar. Yeah just handing out procedural kill quests and such would be fairly meh, especially vs. games that do it so much better. Same for substantial story-driven stuff, tho I like the idea of procedurally generated flavor.
DF style gameplay to perfection I agree on as well, it is an ambitious challenge that seems more like an ultimate goal than "this is what we're doing now!" - if we can solve assorted technical obstacles on the way there we'll have a viable game long before getting there, and maybe, just maybe, we can eventually get all the way there. One big advantage we have over Toady: Open source and a large team
In the meantime tho, lets make a fun sandbox!