- 1,748
- Posts
- 14
- Years
- Age 27
- Nearby my feet.
- Seen Apr 18, 2021
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This small video is worth more than a thousand images (but is slightly outdated (eg.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: https://sandbox.yoyogames.com/games/198969-castle-forge
Last edited: