The Rituals of the old is an easily customizable sandbox multiplayer voxel building game with stories and adventure plus a well designed modding API.
Rituals of the old takes place in the distant past of mankind. In the last 100 000 years the humanity has spread throughout the galaxy, progressing and regressing in an endless cycle of war and disaster. Countless of civilizations have risen and fallen to dust, forgotten forever.
It is yet again the end of the era of enlightenment.
Our story begins on a small and unadvanced planet untouched by war. Generations have passed since the fall of the great galactic imperium in a war of attrition against infighting factions and the technologically superior technoharmadan - both civilizations now extinquished by atomic sparks.
The fall of the Great Galactic Imperium has freed the simple people of Koto from a life serfdom and servitude. Hushed whispers of social change are spreading slowly. The worship of the old gods once banned by the cult of the immortal sun emperor is being resurrected in secret. Brigands and dark creatures have been seen in the countryside. There have even been rumors about the resurrection of... the rituals of the old.
The technology in the game is a mix of medieval, modern and futuristic with the main focus on medieval. You might for example see a guard wearing a chain mail armor scouting the perimeter of a town wielding an energy weapon, one of the very last few of it's kind.
The items and technology that you mostly see in the game are items like swords and old tools. There will be blacksmiths, tailors, bakers, windmills, etc.
And of course there will be ritual magic and ancient creatures. But magic and witchcraft are taboos and witches are burnt on stake.
You will see bandits, brigands, guilds, religions, strange languages, otherworldly spirits, farm animals, wild animals and other creatures.
The mood of the game is that of a melancholy beauty. Not dark but not too sugary either.
The game is semi-realistic as a rule and the difficulty is hard but not artificially so and without too much grinding. You will need others to survive.
I won't get into all the details, but Godot is something we've been keeping an eye on for well over a year. When we first started out it wasn't really an option, but things have been gaining a lot of traction with Godot, and it's becoming more and more attractive option by the day. After the recent internal drama between the core developers on the JavaMonkeyEngine project we decided to jump ships.
Work on the port has already been underway for some time and we've been brushing up on our C# skills and getting our bearings in Godot.
We should soon reach the stage we were at with the Java version. In some regards we are already past that stage, but there's still a lot of work to do.
The port is currently being developed behind closed doors, but once we have everything sorted out we will be able to, once more, open up our core technologies to anyone interested in them under the permissive MIT-license.
I've been working on our world generator, Weltschmerz. Weltschmerz is a complex world generator which generates a natural biome distribution for the world...
Time for another blog post. It has been almost a month since I last made an update, but we have made great progress in world generation.
Hello, I'm Pawlost! I'm a new programmer in the Star and Serpent dev team, and I'll tell you a little bit about my work. I've been working on Weltschmerz...
I’ve been neglecting you. I’m sorry. I know it’s not a good excuse, but I’ve had so much development work to do I haven’t been motivated to...
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