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Old May 17th, 2012, 05:05 PM
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Umbreon
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Join Date: Aug 2009
Location: Nearby my feet.
Age: 17
Gender: Male
Nature: Calm
CASTLE FORGE


Intro:
Castle Forge is a voxel based game, after 7 months I decided to revive this using much faster algorithms and a better scripting front.

Gameplay:
The gameplay is mostly sandbox styled (eg. Destroy and build using block voxels) but unlike minecraft, I shall add different voxel types (spheres, wedges, steps, ect.) to make the terrain look a little more realistic (yes, I do realize that minecraft has steps in it.)

Features:

Well currently a VERY large map and a large fps (around usually over 100 fps) (the map size I use currently is 256x256x256)
Added a "chunking" system (chunking means breaking the map into smaller peices (32x32x32 in my case and half that for minecraft (excluding the Y factor which is 256) )) this makes the game rendering much more easier to render meaning more speed!

Bugs:
None

Screenshots/Videos:

Videos:
Spoiler:



This small video is worth more than a thousand images (but is slightly outdated (eg. taken this morning and uploaded earlier) ) but I have implemented a day/night system since then!

NOTE: Since I had hyper cam running (which really slows my computer down for some reason) the fps dropped down more than it should


Images:

Spoiler:



The next four are some images of day and night:





Some more screens (except with water):





Credits:
Hansiec -- All the scripting done (minus that of what visual c++ 2010 express includes and what ogre includes)
NoisePP -- Perlin Methods

Help Needed:
None for now

Release:
Current release: Version 1.0 Beta (Old beta)
Note: This is old, but is left out for anyone who is interested in what it did look like.
Download here: http://sandbox.yoyogames.com/games/198969-castle-forge

Last edited by Umbreon; December 23rd, 2012 at 06:26 PM. Reason: adding credits