12/15/2023 0 Comments Bitcraft game![]() Players who aspire to build truly large organizations of people on the empire scale will have to coordinate and manage governmental systems. Also important will be systems that allow the harmonious governing of a city population by players and the means to cooperate with other settlements, like building roads for better trade. Maybe most important will be immersive yet secure trade between players. This means players need to have the game systems and tools to effectively communicate and organize the founding and development of settlements.īuilding and operating a fully player-driven city will require very robust systems for player interactions. There are no NPC-run cities with all the amenities you find in many other MMORPGs. ![]() In BitCraft players are tasked with creating a civilization from scratch. What can you share about social features in the game beyond text chatting, and how do you see your approach to player expression and communication and building a sense of community in the context of what other MMOs/online games have tried? We’ve heard a lot about interacting with the world but not as much about interacting with other players. This is particularly helpful during the pre-alpha, where we want to ensure that players have a certain kind of experience. As we continue to develop the quality of the procedural generation we can delegate more of the generation to be procedural and put more care into the hand-designed details.Ĭurrently, the placement and size of land masses, biomes, and tall mountain peaks are hand placed, whereas the placement of resources and the general land mass shape are procedurally created based on manually tuned values and instructions. How much is hand created vs procedural is also a function of how sophisticated our procedural generation is as well. ![]() Broadly speaking we will use whichever tool allows us to create the most interesting world, but we do find that incorporating a human touch does help to create a better and more interesting world! This means that although the amount of terrain that we need to create is huge, we are able to use procedural generation followed up with hand design terrain-generation tools. However, BitCraft is only one single world. Tallest Mountain in the World, the biggest canyon, etc?ĭue to the size and scope of the BitCraft world, we need to make heavy use of procedural generation to create the world. While a majority of the map will be Randomly Generated, will there be any areas deliberately designed i.e. Problems like the mentioned abandoned building in the center of a settlement are part of our considerations for the design of claim permissions. The finer details on how exactly a group of people can organize permissions inside a land claim are part of BitCraft’s social features and are still in development. Only people who have explicit permission can build or remove buildings inside claimed land, but it is not necessarily restricted to the one person, who claimed the area or placed a building. If you wanted to remove that tent to place something else, how would that work? Would a person who didn’t build it be able to destroy it manually? Or would there have to be a system that incentivizes one person to make all buildings and then share access in some way? I understand that buildings will decay, but that would take time. For example, if someone builds a tent near the center of your land claim, and then by the time you want to expand, they are inactive. I’ve been wondering how sharing access to buildings or things will work.
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