Love Discussion |
by tentus_
on 07/27/2008 05:36, 10 messages, last message: 07/28/2008 22:41, 2300 views, last view: 05/04/2024 00:22 |
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We spend a lot of time discussing large, mainstream games on this forum, and how we think Sauer should assimilate or differentiate from them. But we don't spend very much time discussing the smaller, more Cube-ish games that could easily be viewed as our closest cousins. So, to remedy this, let's talk about a project that I have been watching with a great deal of interest.
Let's talk about Love.
http://www.quelsolaar.com/love/index.html
As a good beginning point, let's start with discussion about procedural mapping. What are we seeing idealized in Love, and is it a good idea? How well would the idea of procedurally generated worlds mesh with the Sauerbraten design and direction? Who here would be interested in researching such an undertaking?
Eskil is putting forward a lot of neat ideas, especially in his news/blog section, we could probably benefit a lot from discussing his points and using them as a springboard for our own discussions.
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#1: .. |
by SheeEttin
on 07/27/2008 05:53
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Thanks a lot. I was just about to shut down the computer and go to bed, and now I have to read all about this. >_<
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#2: .. |
by {Qs}Homicidal
on 07/27/2008 17:49
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lol IT is cube >_> look at the feq its cube 1.x maby sauer
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#3: .. |
by {Qs}Homicidal
on 07/27/2008 17:56
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mmm
Genre: First person not so massively multi player online procedural adventure game.
Engine: Custom highly optimized graphics engine with distinct "concept art" look.
Terrain System: Procedurally generated spherical, multi level height fields. Landscape, Building and City generation
Editing: Environment editable from within the game, fully destructible environments. Anything you can see you can be built and destroyed
Hardware requirements: win32 (possible Linux and OSX port) OpenGL, 512 meg ram, 1.5 GHz CPU, ATI RAdeon 9800 or better. Made to run on avrage Laptop
Pipeline: Realtime WYSIWYG verse connection. Loq Airou, Co On, Verse Export tool.
Characters: Fully procedural characters, creatures and robots with seamless environment aware procedural animation.
Simulation: Particle systems, fog, Cloth, Watter, wind, Day/Night cycle, and vegetation.
Networking: Low latency UDP networking for hundreds of players per server.
sounds like sauerbraten in a nutshell :D
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#4: Message censored by administrator |
by {Qs}Homicidal
on 07/27/2008 19:20
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#5: .. |
by JadeMatrix
on 07/27/2008 23:15
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That looks pretty cool. Is it open source? I'll have to check it out if a Mac port comes around.
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#6: Re: .. |
by demosthenes
on 07/28/2008 06:30, refers to #3
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Yeah, you didn't read even the "Genre" bit if it strikes you as matching Sauerbraten. There's not much that's procedurally generated in C2. As for Terrain System, C2 is definitely not able to be described as "spherical" in any reasonable way.
Anyway, looks like an interesting engine.
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#7: Naming the content |
by tentus_
on 07/28/2008 15:36
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One of the features that makes Love so interesting to me is that the players will directly affect the world story. As people do monumental things, it will affect the world in a lasting way. So a procedurally generated terrain won't stay "frctl087765" very long... rather, it will end up being named after someone who did something cool their, like start a city or rig up a series of traps and puzzles.
It's actually very similar to how many of the big contributors to Cube/Sauerbraten have their names hidden throughout the engine. Fanatic would be a great example of this: as people put 2 and 2 together, they start remembering his name. Then, if they see him playing in game, there's a nice little "hey I know about you" moment.
I'm all for taking this idea a bit further in Sauerbraten and making a deliberate effort to recognize those people who have lent so much help to the engine, by perhaps creating little towns in the RPG named after them, or a series of DM maps that applaud those who have donated their time and effort to the game.
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#8: .. |
by yoopers
on 07/28/2008 16:58
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I had wondered if I was the only one in the Sauer community also following this project, nice to see others are as well. :] Seems to me we could take some inspiration from Love and apply it to a MMORPG using C2 (and no, I'm not talking about replacing or changing Eisenstern; it's doing what it intends to do).
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#9: .. |
by SheeEttin
on 07/28/2008 21:44
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Eh... Is it just me, or there no place to get it? I found a downloads page for almost everything else, but it didn't include Love...
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#10: Re: .. |
by tentus_
on 07/28/2008 22:41, refers to #9
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Love has not been released yet, no. The applications that support it can mostly be found here:
http://www.quelsolaar.com/files/index.html
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