Cube World

Cube World Dev Tracker




06 Sep


31 Aug


07 Aug


03 Jul


03 Dec


16 Oct


13 Oct


09 Dec


21 Aug


02 Jul


26 Jun


08 Jun



We have finally created a new homepage with plenty of info about Cube World. Check it out on

picroma.com

I hope everything goes well, but in case the site goes down I'll post updates here and on Twitter. :)

08 May

It's about time for a new gameplay video, so here we go! :)





28 Jan

Over the last weeks I've experimented a lot with quests: completely random quests, semi-random quests, pre-written class quests. But I somehow had the feeling that the addition of quests could remove a lot of the freedom and restrict the player too much. I'm also afraid that they could become too repetitive and generic over time. So I decided to leave them out for now and put the game focus on exploration, fighting and character progress, which are in my opinion the most fun aspects of Cube World. Here is an overview of the new features:

- There is now a clearly arranged overview map showing lands and levels. The player can switch between the voxel map and the overview map.

- I've added screens for character selection, world selection, character creation and world generation

- Each class has access to three different types of weapons
* Warrior: Great weapons, dual-wielded one-handed weapons, shield + one-handed weapons
* Rogue: Daggers, fist weapons,... Read more

04 Dec

I've been working on the artificial intelligence of Cube World's NPCs and monsters. I've added pathfinding and some behavior features to the AI. The pathfinding is based on the A* algorithm, with some additional features like climbing and arbititrarily sized bounding boxes for creatures and obstacles. NPCs like villagers use it to find their way to various places in the city. Enemies use it to follow the player even to the most unreachable locations.

Below are a few screenshots to demonstrate the AI. The small red and yellow cubes are just for visualization purposes and won't be visible in the final game.
Let's spend the day with Alerick, a nice NPC living in this house in Tririon City.
...
Read more

04 Nov

Over the last few days I've been improving the landscape generator and rendering engine and I made a few screenshots. There are also some screenshots of the 3D world map, which is automatically recorded while you explore the world. It's basically a big version of the minimap.

...
Read more

27 Oct

Just a short status update about the new name: I already have a new favorite but I'd like to wait a little, maybe there's a better one.
Currently I'm working on the following things:
The Cube World is divided into different lands (of course randomly generated ones). Each land has a level and all creatures living in that land have the same level. The land level increases with distance from the starting position.

Each land has a capital city and is inhabited by NPCs. They have quests, sell items or just talk about random stuff. :) Each city has a center place where all shops and other useful buildings are located.
In contrast to before, buildings are now randomly generated: they now have varying rooms, sizes, walls, roofs etc. Furthermore, I'm working on multiple themes. Here are the ones that I have finished so far:
European style framework houses:
... Read more