The second WIP of "Dragoncraft". *
Instead of a few manually placed blocks from my first screenshot, look at the terrain generator engine... generating terrain.
Mmmmm, delicious perlin noise.
Note, that everything below ground is inverted. Where you see empty space, that is actually solid blocks, they're just not meshed until they get visible. For instance by by being in a cave.
* Working title.
Instead of a few manually placed blocks from my first screenshot, look at the terrain generator engine... generating terrain.
Mmmmm, delicious perlin noise.
Note, that everything below ground is inverted. Where you see empty space, that is actually solid blocks, they're just not meshed until they get visible. For instance by by being in a cave.
* Working title.
Category Screenshots / Miscellaneous
Species Unspecified / Any
Size 1280 x 751px
File Size 552.1 kB
Reminds me of Death Mountain from Ocarina of Time. ... Or the Starfox 64 canyons.
I personally find the fact that you're going for a much more craggy environment and trying different algorithms rather than just making a mod of Minecraft.
But I must ask you, as someone who's designing this... What do you think the goals will be? What do you have in mind for the player (dragon or the antidragon types) to be doing in this game? What inspired this?
And, most importantly, in your opinion, what is best in life for a dragon? Quiet, pillaging, beauty, companionship, the shiny, something mysterious, communion, being worshiped? Is there some other aspect that you'd like to put to light for dragon beyond these stereotypes?
I personally find the fact that you're going for a much more craggy environment and trying different algorithms rather than just making a mod of Minecraft.
But I must ask you, as someone who's designing this... What do you think the goals will be? What do you have in mind for the player (dragon or the antidragon types) to be doing in this game? What inspired this?
And, most importantly, in your opinion, what is best in life for a dragon? Quiet, pillaging, beauty, companionship, the shiny, something mysterious, communion, being worshiped? Is there some other aspect that you'd like to put to light for dragon beyond these stereotypes?
To answer your question, when I saw Artonis making a Minecraft-esque game, I said "Oh my God! You should make it where you play a dragon and build dragon dens and stuff!"
And Artonis was like "OMG yes I should." (Minus the OMG part.)
That was the genesis of the idea, but it's still in progress. My ORIGINAL gut thought was that it would be more in line with developing a dragon character and then living a dragonish life. You would collect materials, territory, find a mate, perhaps become the matriarch/patriarch of a dragon clan and have more than just yourself to manage. I have seen some people responding with expectations of hoards and that sort of thing. I think part of the problem is that I never played mindcraft so folks have some expectations based on that link alone and I don't know what they would be.
Anyway, TLDR. The bottom line is that nothing is set in stone yet, and we'd be happy to hear what folks would be most excited by.
And Artonis was like "OMG yes I should." (Minus the OMG part.)
That was the genesis of the idea, but it's still in progress. My ORIGINAL gut thought was that it would be more in line with developing a dragon character and then living a dragonish life. You would collect materials, territory, find a mate, perhaps become the matriarch/patriarch of a dragon clan and have more than just yourself to manage. I have seen some people responding with expectations of hoards and that sort of thing. I think part of the problem is that I never played mindcraft so folks have some expectations based on that link alone and I don't know what they would be.
Anyway, TLDR. The bottom line is that nothing is set in stone yet, and we'd be happy to hear what folks would be most excited by.
Frankly, I think the love-sims sorta thing for a dragon game like this would be unwelcome for me. It robs of a good gameplay for simply adding in a interactive picture for making the family type thing. I would totally get behind the concept of rare, randomly spawned other dragons trying to come in to your territory, carve themselves out a niche, and then battle for territory, rather than waltz over and make friends. I've always found it silly to think dragons would be social creatures, when they're so massive and require so much food, they'd need huge territories to sustain them.
I'd suggest having something like a uhhh. Life-crystal, or something, that all the dragons in this world are connected to, that determines where your home is, and makes, say, a 500x500 distance around your home, hypothetically of course, your "territory", and other dragons will spawn to come fuck up yo shit, and take your treasures. That you can gather by ransaking vilages. Maybe a means to generate new villages slowly, so you cant run out or anything. That way you can live a sustained dragon kind of life, with real playing value. I tell you, the curse of Minecraft for me and so many others is the lack of consistency for the "survival" game. You build a pretty home, you design methods to farm monsters and keep them from fucking your shit, then you just senselessly gather materials to show off the "pretty things" you've made to others. But adding in contesting aspects, like creatures that will come and seek you out to take whats yours, with renewable playing material; such as villages, perhaps getting bigger and more difficult to fuck with as you get to bigger and better rewards ect, would be one surefire way to keep the game interesting.
Then, if we're talking getting serious about this game, if there was a multiplayer mode, you could fight against other playerdragons and form the biggest and most awesome hoard, or do the companion-razing if you so wsih.
All simply my suggestions! I don't mean to demean yours, or Artonis' designs or wants. =x
I'd suggest having something like a uhhh. Life-crystal, or something, that all the dragons in this world are connected to, that determines where your home is, and makes, say, a 500x500 distance around your home, hypothetically of course, your "territory", and other dragons will spawn to come fuck up yo shit, and take your treasures. That you can gather by ransaking vilages. Maybe a means to generate new villages slowly, so you cant run out or anything. That way you can live a sustained dragon kind of life, with real playing value. I tell you, the curse of Minecraft for me and so many others is the lack of consistency for the "survival" game. You build a pretty home, you design methods to farm monsters and keep them from fucking your shit, then you just senselessly gather materials to show off the "pretty things" you've made to others. But adding in contesting aspects, like creatures that will come and seek you out to take whats yours, with renewable playing material; such as villages, perhaps getting bigger and more difficult to fuck with as you get to bigger and better rewards ect, would be one surefire way to keep the game interesting.
Then, if we're talking getting serious about this game, if there was a multiplayer mode, you could fight against other playerdragons and form the biggest and most awesome hoard, or do the companion-razing if you so wsih.
All simply my suggestions! I don't mean to demean yours, or Artonis' designs or wants. =x
I like the idea to do it so it can go in different directions. While I would welcome the idea of competitive dragons (and in fact, I like that idea a good deal better than ye olde "fight against da humans" dragon plot), I would be pretty bummed if there was no option for a family/clan element. Just protecting "territory" isn't really compelling for me. Playing that you're protecting a home/clan/mate/chicks is.
And as far as the game is concerned, it could be done in a way that a mate or clan members are just another thing you "gather" and offspring another thing you "make," so in theory they wouldn't have to be handled differently than other game elements (and can easily be skipped by people who think these things are boring and would prefer a massive solo empire.)
And as far as the game is concerned, it could be done in a way that a mate or clan members are just another thing you "gather" and offspring another thing you "make," so in theory they wouldn't have to be handled differently than other game elements (and can easily be skipped by people who think these things are boring and would prefer a massive solo empire.)
I think typically together the this is one side of the fight this is the other is so old school. Take it to the next level and no matter what you pick, Dragon, human, any other character type available can choose/forge/make connections/packs/treaties/families, as they will across the entire plane of characters.
You should make a journal asking your dragony fans what is most important to them and I could try to incorporate it all when writing the storyline and whatnot.
Like, for instance, would something more "classic dragon" like gold hoarding and knight pwning excite more people, or something more "naturalistic" like building a clan, finding a mate, raising chicks, etc?
Like, for instance, would something more "classic dragon" like gold hoarding and knight pwning excite more people, or something more "naturalistic" like building a clan, finding a mate, raising chicks, etc?
Perlin Noise is fun.
Ever tried pushing the output of Perlin Noise back into the Perlin function?
That is, get a value from the noise function (or two) and use it as offsets on the X and Y values when plugging it into the noise a second time.
Get all sorts of wavy whispy effects depending on what you do and how you do it. Stuff like this: http://www.furaffinity.net/view/6670730/
Ever tried pushing the output of Perlin Noise back into the Perlin function?
That is, get a value from the noise function (or two) and use it as offsets on the X and Y values when plugging it into the noise a second time.
Get all sorts of wavy whispy effects depending on what you do and how you do it. Stuff like this: http://www.furaffinity.net/view/6670730/
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