🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Vantage: Prehistoric Simulation MMO
seems somewhat similar to my current project:
game description:
http://www.gamedev.net/blog/1730/entry-2258672-caveman-v30-general-desciption/
screenshots gallery:
http://www.gamedev.net/gallery/album/593-caveman/
website:
https://sites.google.com/site/rocklandsoftware/home/caveman
only thing i notice is that you include primitive agriculture, which is technically neolithc, not paleolothic.
FYI, a wood spindle and wood hearth are also known as "firesticks". And don't forget the firebow tool, if you have't implemented it yet! <g>
I've been working on this version of Caveman for about 2 years now, and its almost done.
The game type in and of itself a proven winner. My original version of Caveman back in 2000 got free TV press coverage, it was so popular.
That looks amazing! Ill definitely check it out! And I agree, I believe this type of game is going to be huge which is why I have spent so many years working on it.
I do realize the farming was later, but for now I am just attempting to implement various types of crafting systems to diversify the game play mechanics, and also items and crafts like the bow drill for firemaking are items I will slowly add in.
Overhauling the game into an MMO took a very large amount of time, but now the way has been cleared to make a great deal of content.
for now I am just attempting to implement various types of crafting systems to diversify the game play mechanics
different _kinds_ of things you can make? or different kinds of crafting, like alchemy vs smithing in Skyrim?
In Caveman, the basic categories are: tools, weapons (some tools can be used as weapons), armor, clothing, containers, shelters, and landmarks. and you can prepare different types of food and drink. and of course, you can repair everything that's repairable, as the game models object quality, weathering, wear and tear, spoilage, etc, and and takes into account the quality of all objects used for any action.
Overhauling the game into an MMO took a very large amount of time, but now the way has been cleared to make a great deal of content.
understandable. the networked leap is big (been there, done that), MMO is even bigger (same idea, more players, dedicated servers).
since you plan to expand the game to include later time periods, you can add whatever seems right. only trick will be separating those that want to play with newer technologies from those that want to play being a caveman.
as far as content goes, i'm finding there's a limit as far as a given time period is concerned. you really only need enough content so there's some way to do just about anything anywhere, if you even want that much. an example: making certain kinds of weapons required cordage and some type of natural "glue" to haft the point onto the shaft. Cordage can come from a variety of sources, sinew, reeds, vines, certain plants and barks, etc. But there's no need to implement them all if you can find some material almost anywhere. IE: redundant content for content's sake is no content at all. Another example, the coconut canteen from you game. other historic materials used for that container include gourds in the americas, and large eggs in sub-saharan africa (can you tell i've done a LOT of research to ensure simulator accuracy? <g>). but there's no need to implement them all if you have coconuts everywhere. ; )
Thanks Rendered World, I hope you like the game, it is free to download and play if you wish to check it out!
And Norman you are right about how content is implemented. I could make 20 types of cordage and put it into the game, but for now I am just implementing 1 or 2 of each type of object for crafting purposes. It obviously takes a while to create new meshes and put them into the game, so I rather spend that time getting gameplay mechanics for new items and crafts into the game, and come back later and add the diverse objects later.