Age of Settlement (reborn)

After we got a new artist on the team we decided to sit down and really think through the setting of the game since that was not very clearly decided before. As you who have read the original thread knows the plan was for some kind of medieval/fantasy kind of game, but we came to the conclusion that we wanted to do something more unique. The general gameplay is pretty much the same as before, with focus on adventuring, managing your village and villagers and crafting but with more focus on survival from not only wild animals but also from the elements and lack of food/water.
This is what we came up with:

Environment
Game setting will be based around the Pleistocene period and the european part of the Eurasian continent. Climate will be like northern europe with warm summers and cold, snowy winters. Fauna will be taken from that period but lot of other things will not be 100% accurate because of gameplay, like the humans and other stuff.

Characters
Big muscular built often with long hair and beards. Hard workers and skilled warriors.
Often dressed in furs and have different accessories made of bones and wood.

Technology
Tribe society, not very advanced at start of the game, ability to craft basic stone/bone/wood crafts, fire making and basic buildings like small huts and palisade walls.

Later new “technologies” will be discovered either with the crafting of specific items or other means. Deep mining will allow stone to play a bigger role is house building and iron will be used in the crafting of tools, weapons and armor. Agriculture will also start to play a role to help feed the village and not just hunting.

Buildings
First buildings will be very simple huts that consists of wooden sticks and hides, but later they can be upgraded by adding bones to strengthen the construction. Even later stone, bone, wood and leather can be used to make the first house type buildings.

Tools/Weapons
Tools are mainly wood/bone/stone at start, will slowly advance with discovery of iron but will still keep their tribal look with some bone details and ornate carvings for higher tier tools.

Weapons will be based on the same materials as tools, and there will be some different types like knives, spears and axes. Later weapons will evolve into more medieval type weapons using more iron.

Armor
Leather, furs and bone are the main resources used to create armor at the start of the game, later iron will also be used but leather, furs and bone will still play a big part in armor design and iron will only be used for smaller plates and other small parts. High tier armors will be very ornate with bone parts like skulls, carvings and other things.

Fauna
Different kinds of wildlife, both predators and herbivores will be present.
Some animals that might be included (names are image links):

Irish elk
Herbivore, 2.1m tall (shoulder)

Saiga
Herbivore, 0.6m tall (shoulder)

Horse
Herbivore, 1.5m tall (shoulder)

Aurochs
Herbivore, 1.6m tall (shoulder)

Woolly Mammoth
Herbivore, 3.0m tall (shoulder)

Woolly rhino
Herbivore, 2.0m tall (shoulder)

Elasmotherium
Herbivore, 2.2m tall (shoulder)

Gray wolf
Carnivore, 0.8m tall (shoulder)

Cave lion
Carnivore, 1.2m tall (shoulder)

Cave bear
Omnivore, 1.3m tall (shoulder)

Cave hyena
Carnivore, 1.0m tall (shoulder)

I really like your new concept, can’t wait to see more of it! :smile:. i think the tools starting with an insensive use of bones is a cool idea

Edit: Using this post to show of some images:





looks great! I need an artist on my team :frowning: lol

http://neon.mems.cmu.edu/cramb/Processing/history.html

http://library.thinkquest.org/08aug/01930/metalhistory.html

Seems odd to go from bone to Iron, what about the bronze age? Seems like it would be stone, copper and bronze, iron would be very rare only found in meteors, but whatever, it’s your game.

BTW, art looks great.

Hey I just tried out your Mining Test you sent me, and I have to say it very nicely done! :wink: I like the way you can place a torch wherever you point at when placing. Also the mining mechanism itself is a nice start! I guess it uses some sort of voxel data? Keep up the great work :smile:

Fallenrat: Just keep working on your game and advertise now and then and you will get one sooner or later : )

Khurid: I know, iron was just an example of metal, of course there will be other metals and stuff as well in the game but thats for later anyway. One problem in games is how to “discover” new technologies, iron was available to stone gae ppl as well, they just did not know how to use it and they could not get high enough temperature to extract the iron.

wasstraat65: Its actually a lot simpler than that, just a 3d array of cubes thats 2x2m, when digging on them i detect from were and just move some vertics on the cube in that axis, and when its mined to zero size i remove it.

Alright, but I think that might lead to performance problems when the world is quite big. Are you instantiating the cubes at runtime when the get visible, or are they all generated in the start?

EDIT: I also forgot to mention that when I start a new game without restarting it, I get stuck on my spawnpoint. Dont know if it was a small mistake or something serious :stuck_out_tongue:

The mine test demo is just a hacked version of the early game, so don’t expect anything else to work : p
Yes, the size might be a serious problem, currently i have a fixed size of the array and only instantiate new cubes were they are needed, so only cubes “around” the tunnels are generated, so a tunnel thats 100m long (50 blocks long) needs 418 blocks, also performance can be greatly improved by doing some simple visibility calculations i think. My thought was to maybe have some kind of mineshaft building that spawns a local mine thats around 200x200x200 or something like that. Currently this is far down on my priority list : p

Outstanding artworks !

Hope to release a new test version end of this week, beginning of next with the new terrain and some other small features.

Hey Victor

Cool story / setting… I have a guess at who your new guy is. :slight_smile:

Are you still going for full terraforming/building or has that been abandoned?

Cheers,
UnLogick

Still going for the same basic features as before, just the setting that has been changed, everyone seems to make fantasy sandbox game these days : p We will also have some more focus on surviving.

Ok, working on a short introduction text to the game, could use some feedback on both content and grammar : )

“The ice cap has withdrawn and animals and plants have returned to the now fertile lands once again. You have been chosen by your tribe for your strength and courage to be one of the first to explore these new lands up north. Things will not be easy, as there are rumors of huge beasts and cold harsh winters that will force you to prove yourself worthy of this task. After gathering some basic tools and food, you set out on your journey northwards. After many days of traveling you finally reach the new lands. Now is the dawn of a new age…
The Age of Settlement.”

Nice introduction. It puts you right into the game :smile:

Since you asked about the grammar, shouldn’t “has” be “have” ? I’m not an expert on English grammar, It’s not my native language but it looks weird to me. Just saying :stuck_out_tongue:

Think its “has”, English is not my native language either : p
But when looking it up, “has” should be used when talking about third person singular.

Updated the text a bit with a few now sentences and some corrections, i hope to be able to release an early pre-0.2 release later today : )

animals and plants have returned

Haha, true : D
Animals and plants are not singular at all : p
Thanx.

Screenshot of the current terrain now using water4 and some modified parameters from before.

Looking pretty damn awesome. But you should try to make the tiling less noticeable