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A Collection of Monkeys is a group built of various players of The Universal's community. We are comprised of 3D Modelers, 2D Artists, Texture Artists, Programmers C#/C++, Scripters, Audio & Music, World Developers, and various other content contributors; and are in no way officially affiliated with Games for May the Official Developers of their title The Universal. We just love making stuff for the community as part of the community. We're monkeys, hooked on cigars and whiskey. Cards are possible too. If you think you'd like to join our ranks, we encourage you to apply.

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Hearthfire (Q&A Development) (Company : A Collection of Monkeys : Forum : Terraformology : Hearthfire (Q&A Development)) Post Reply
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Trenial
Trenial 3D Modeler/World Developer
Feb 10 2012 Anchor

So, seeing as the current order of things are as they are, all we can do is discuss our future plans of World Development for the time being. Let us simply begin to do that. As the title implies, this a discussion topic wherein I would like to bounce ideas and possibilities with others in forming my next planet I tend to develop. It seems we have all sorts of new goodies thanks to the coding process that has been taking shape lately with the software we use. Thanks a million to Mit and Fooli.

Planet Name: Hearthfire

Style: Sandbox Survival w/ Hard Economy

Historical Setting: Undecided, could go either way, Ancient, Medieval, or Future. I am not sure at this point.

Landscape Theme: Multiple, from Sand to Grass to Snowy mountains, with rivers and canyons, ect. I want it to be as pleasing to the eye as is possible with the engine.

Vehicles: This will be entirely dependent upon the Historical Setting I choose. Wooden Rafts and row boats on one end of the spectrum paired with Ox Carts and Wagons to only God knows, something most cliche on the other. How typical eh? Hah

I am definitely going to be using the new task aka primitive crafting system we have in place, and I want to apply it to gathering as well. Ie: It takes 10 seconds to chip away at a Rock for 1 Stone, and a pick axe must be in the player's inventory. Further, add in weight limits, and other effects such as what pick axe do they have, ect.

I want it to feel as non-linear as possible, where villages merely determine players coming together to dominate and control influence based around natural resources on the game map. I want players to be able to advance at their own pace, being able to ideally, or more to say methodically, gather and/or craft whatever they like from the get go provided they have the proper tools and items to do so, ect.

Any others ideas or questions are much appreciated guys. And if you'd like, start your own Planet Q/A development thread, to further arouse discussion as to what our future plans are. Thanks for your participation.

-Tren/Malk

Edited by: Trenial

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