Thanks! That’s one of the things I’m the most worried about personally; I know the game looks really good but I really hope other people find it fun as well :clue:
Speaking of which I think it’s about time I share what the actual goals are for the game! I’ll just quickly list all of the current/planned features:
Procedurally generated maps: The maps will be in the style of Castle Crashers where it’s a long strip of map for you to walk down, this will give players direction as well as make it way easier to generate. Along this strip there will be many biomes, cities, towns, and other things to explore. Caves also generate under the ground in levels going very deep in to the earth. Inside the caves and on the ground level dungeons will also be there for you and your friends to rummage around in.
Loads of weapons, armor, potions, ingredients, animals, and other things to find. We want the world to be full of life with something in every corner for you to use for survival if you know how. Everything is going to have a practical use for something in the game, and if you don’t know what something does just ask around in the town nearby, someone’s bound to know!
Online multiplayer: This is one of my main focuses lately. You can set up a server if you want to and allow your friends to join in for you all to go on a randomly generated adventure. Or, if you so desire, the person running the server can take full control over the world and it’s inhabitants crafting a story/adventure in front of the players for them to go on. The generation tools will be there to help if you want to generate a dungeon in a certain area or place a small town in the middle of a forest. Everything will be completely editable as well!
Mod support: This is also another one of my main focuses. I want anyone who knows how to use MSPaint to be able to add what they want into the game. Anyone who knows how to code will just be able to go many steps further. All of the assets for the game are stored in an internal folder with an image and a data file associated with it. If someone wants to add a new object to the game all they have to do is place an image file and a data file into a Mod folder in their user directory, put their object into the object map, and it will automatically load into the game! It will work on multiplayer as long as everyone is using that same mod folder.
Complex crafting: Most games these days have a pretty simple A+B=C method of crafting, and try to make that interesting by having thousands of different things to craft. We’re going to try and make that more interesting by changing up the method of how crafting is done. For smithing metals you will have to melt down alloys, pick up the bar with clamps, carry it over to an anvil, and then hammer with the action key until the weapon is made. If the bar cools down too much you can reheat it back in the furnace. Based on how well you craft the swords and the temperatures you smith it at the stats for the sword will also be different.
I think that’s about it for now, let me know what you think about it all and if you have any other things you’d like to see in the game! I’ll leave you with a few more fun little gifs of the game
http://fat.gfycat.com/FirstAthleticCur.gif
and here’s how the latency interpolation for multiplayer looks:
http://giant.gfycat.com/WealthyReliableJaguar.gif