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    Monday, June 8, 2020

    Cube World PSA to anyone still holding out hope: there is a light at the end of the tunnel, and strangely, it's No Man's Sky

    Cube World PSA to anyone still holding out hope: there is a light at the end of the tunnel, and strangely, it's No Man's Sky


    PSA to anyone still holding out hope: there is a light at the end of the tunnel, and strangely, it's No Man's Sky

    Posted: 07 Jun 2020 03:15 PM PDT

    I started following Cube World very early on - there's an email in my inbox from February of 2012, that's when I first saw screenshots and subscribed to Wollay's blog (via email and RSS...halcyon days!)

    I was obsessed from dot. He was really clever about the amount of material he showed: loads of lush screenshots, clips on youtube with that perfect frame rate and silky physics -- the hype was real. The drip feeding, though, was torture, gaps between updates were wild, but all the time the dude was working. Little did we know, am I right?

    ~many years later~

    The alpha drops! That sure was a long wait though. Fortunately it was amazing. Couldn't wait for more new content but that didn't stop me just tooling around the spectacular landscape blasting whatever i came across with the bow. Lots of stuff needed fixing. He did patch the ranger bug, which was a pain in the ass because that particular "problem" was incredible fun.

    ~many, many, MANY years later~

    Updates start to appear. The beta drops. Then the release. You definitely know this bit.

    I felt such impotent rage at the whole thing, Cube World was THE game for me. The aesthetic, the pace (in alpha, at least...), the grind, the POTENTIAL! But, 1.0 was absolute foxshit and here we are, it's out and that's all he wanted to do. I know he's got a doctorate, he's got bigger fish to fry. The game's finished and it's a hollow, short, bland experience on the whole.

    The crux: I got No Man's Sky on GOG a few days ago because it was on sale. I wasn't expecting much, really -- everyone heard about its release, too. Sort of a similar situation with the devs: so much promise, but the initial release, by all accounts, was a complete swine and an insult...except they kept working on it. Enormous content updates followed. I'm 50 hours in and there's SO MUCH WORLD in this. Worlds, even. The game loop, the NPC interactions, tool and weapon and ship upgrades, quests, deformable terrain, beautiful biome variety, lore, lovely loose co-op where you can help one another out and achieve stuff, or just hang out and be interplanetary tourists, or just sort of coexist in the same universe simultaneously, light-years apart -- excusing that wild aesthetic shift, it feels exactly like playing the Alpha suggested Cube World could feel. And you don't have to cheese the tougher enemies!! The combat actually DOESN'T lick horse anus!!!

    Anyway, tl/dr:

    No Man's Sky is, in all but aesthetic, everything Cube World felt it had the potential to become, and I FINALLY feel I have closure from this ghoulish Promethean state of affairs.

    I'm still subbed to this horrible cave of brain pain because, like any of you still reading the posts on here, I have hoped against all hope that Wollay would finally log back on and casually upload a copy of the game with all the promise realised, a lush and glorious and effectively endless game which I could play forever. Not any more though!! Fuck this little slice of hell. A decade later, I am FREE! REDEMPTION!

    I do hope this convinces some of you to give it a shot. They recently introduced modules that let you build a synth, as in a full-blown music synthesiser, on a planet, in space, and that is FINE because the base game is so solid. It's utterly wild. Try it out.

    I've said my piece. I'm going to click unsubscribe now. <3

    submitted by /u/Laundry_Hamper
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    Cube World’s Movement System

    Posted: 07 Jun 2020 07:53 PM PDT

    Cube World's movement system is, without a doubt, the best of any 3D PC game I've played. However, I find myself struggling to replicate it. Does anyone have any idea of how to create a similar movement system in an engine like Unity? I've been trying to wrap my head around the physics going on to achieve such fluidity, but I can't seem to get it right. Also not 100% sure how the animations work, and I'm sure the fluidity is in large part due to that. Here are a few videos showcasing movement:

    https://reddit.com/link/gyqj6g/video/ip94x1oi7p351/player

    https://reddit.com/link/gyqj6g/video/l8zc4uoi7p351/player

    https://reddit.com/link/gyqj6g/video/jke6qcpi7p351/player

    https://reddit.com/link/gyqj6g/video/b1pogini7p351/player

    submitted by /u/SevenPolygons
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