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The Old World is a top-down 2D Sandbox RPG (Custom-built Engine and Framework written in C++ interfacing with OpenGL via SDL) focused on a dynamic game-play as well as creating a rare interaction with the environment and AI inside the game.
The World is randomly generated, allowing for a fresh new start of an adventure every time you choose to create a new character. With an ever-changing World where history is made every second of game-time.
You're a part of creating that history, every choice you make will have an impact on the world, Whether it is a good or bad impact is your choice to make.
Villages may arise from only a handful of people and may in time either grow and bloom into a larger settlement or crumble and fall. Perhaps you will be one of the infamous few who have a thirst for destruction of a whole civilization, or you might be one of the few willing to overcome greed, theft and plundering in order to construct and build up your own Empire among the many roaming this world.
Whomever you may be. The thief, stealing for his or her own gain from all sorts of places, innocent people or large Empires. Maybe you'd prefer to wield the immense forces of Magic or a brutal Warrior. You have all of these choices and more, these are made during your history in the world, there is nothing pre-determined.
Everything is yours to change if you so wish.
The World is yours for the taking.
No Limits, Pure Sandbox.
2 comments by Joxno on Jan 30th, 2013
Heyo everyone!
I apologize for the lack of content updates as of lately, the reason being that I've been mostly implementing new base systems to allow for new features and fixing old core system after the new Map system switch.
But development has been trucking along nicely and with the current schedule we'll be starting internal testing of the Alpha to iron out any potential bugs/game crashes and adding in a lot more contents and graphical updates in the upcoming few weeks.
As you can see in the image below the Crafting List has changed quite a bit. The reasoning behind this has been that when you start accumulating more and more Items and gain access to more and more Recipes, it'll become very hard to navigate through a singular list of all possible recipes.
So instead of having everything in one list, I've split Recipes up into separate Catagories.
The icons on the right are the Main Catagories, i.e: Materials, Tools, Construction, Cooking, Weaponry etc. the next list is the Sub Catagories and then finally the Recipe Item which you can craft.
Now something very exciting about this new system besides the structuring is the system I'd like to call Compound Items. Which are essentially Items that are built up from lots of smaller ones. In the image below you can see a Bow being crafted by choosing the Bow Base and a Bow String.
Because of the final Item crafted is built up from smaller ones, it allows for customizability not only cosmetically but also in terms of properties.
A good example is Swords where a larger blade (such as a Claymore) will have a slower swing speed but higher damage and a larger range, compared to a smaller blade (such as a Scimitar) which has a faster swing speed but less damage.
In the image below you can see all of the current Stone Sword combinations that are in the game, Keep in mind the sprite-work isn't complete quite yet and there'll be more added to this list.
But it gives a good example of what can be created. Another thing to keep in mind is that these are only Stone swords, there'll be a lot more materials to craft Swords and other various things from.
Examples being Wood, Copper, Bronze, Iron, Silver, Gold etc.
I feel this addition to the crafting system will add a lot of depth and power yet in an easy to use and navigate menu.
Hope you all enjoyed the video and this article.
Cheers!
Latest tweets from @joxno
That moment when you realize you've been bouncing traffic to your Gateway and back instead of the IPv4-loopback xD
18hours 21mins ago
I don't always establish connections.. But when I do, it's TCP/IP. T.co
May 16 2013, 3:38am
To hardcode or not to hardcode.. that is the question..
May 14 2013, 12:40am
Oh, and your Activity Monitor is fucking garbage, Google Chrome using 140% CPU & Flash using 70%, Did you guys fucking fail maths?
May 12 2013, 6:12am
Fuck you Apple, and your piece of shit computers "Oh Look, I am a MacBook Pro, and I'm going to freeze for no god damn fucking reason"
May 12 2013, 6:06am
LEENOCK VS NANIWA DREAMHACK OPEN STOCKHOLM FINAL!!! #DHOPEN
Apr 27 2013, 4:45pm
Wow, NA Gold Ladder is the new Bronze ladder it seems, so much cheese..
Apr 15 2013, 9:16pm
I can haz per-pixel-lighting? T.co
Apr 8 2013, 6:51pm
Just playing around with a very basic lighting Shader, not too bad for a few minutes of work. T.co
Apr 6 2013, 7:45am
Over 200 total Template Items have been implemented now, yay T.co
Apr 5 2013, 8:30pm
This game looks absolutely brilliant, good work Joxno.
However, is there a way to apply for the alpha testing?
Cheers, I'm glad you like it.
At the moment there is not, we're currently sorting out some details with things so we'll see =)
This game will be awesome. I 100% fully support it :)
=[ Don't die on me.
Also on the right hand side of this page you can see twitter feed updates. 50% of the time or more they're about the game so you can see that work is being done there.
Don't worry its not dead, Lots of work is just going into preparing for an alpha.
i want to see more on ai and what your suppose to destroy but im still tracking
Then you are in luck friend because the new video update will feature a lot more AI, in terms of what you're suppose to destroy is currently being added.
Because a good chunk of the game is based on these Empires and interacting with them in various ways, most of it will involve either helping or destroying these. A lot more will be added in the very near future, which would include more animals, groups of bandits and the like.
Currently in planning stages are perhaps some randomly generated dungeons with various mobs and bosses but still unsure if I should start implementing bosses due to the impact it might have on the game as a whole, but I will surely play with this and try it out.
I'm sure I'll be addicted to this if I play it.
Looks awesome! Especially the mass summoning of burning snakes. lol But really I like what I am getting the idea to be so far. Not enough of these cool sandboxy games with solid sim elements to the world let you just be ONE character and stay to just influencing NPCs. Burning snakes aside of course. Because having no control of your own burning snakes would just be chaos.