[Ogre 3d + C++] Castle Forge - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Upcoming Projects (https://www.save-point.org/forum-15.html) +--- Thread: [Ogre 3d + C++] Castle Forge (/thread-4476.html) |
[Ogre 3d + C++] Castle Forge - hansiec - 12-24-2012 CASTLE FORGE
Intro: Castle Forge is a voxel based game, after 7 months I decided to revive this using much faster algorithms and a better scripting front. Gameplay: The gameplay is mostly sandbox styled (eg. Destroy and build using block voxels) but unlike minecraft, I shall add different voxel types (spheres, wedges, steps, ect.) to make the terrain look a little more realistic (yes, I do realize that minecraft has steps in it.) Features: Infinite terrain generation (and dynamically keeping track of all chunks) Fully destructible terrain (although no videos yet show so, it is implemented) Bugs: Infinite Terrain killed my shadows... Screenshots/Videos: Videos: Content Hidden Images: Content Hidden Credits: Hansiec -- All the scripting done (minus that of what visual c++ 2010 express includes and what ogre includes) (Hansiec is me, just for any of you wondering) NoisePP (Perlin Noise Methods) Help Needed: None for now Release: Current release: Version 1.0 Beta (Old beta) Note: This is old, but is left out for anyone who is interested in what it did look like. Download here: http://sandbox.yoyogames.com/games/198969-castle-forge |