Looking at this from the perspective of an indiegogo backer, I am going to be asking myself the question "What is Cube World doing that MineCraft isn't?" And based on your trailer, the answer to that question would be "not much." If I were you, I would wait to start an indiegogo campaign until you have more gameplay to advertise to your audience. I certainly wouldn't use the above video.
That being said, the idea of changing gravity in a 3D world is really cool, and has LOTS of gameplay potential. It just doesn't seem to be utilized at all in the trailer. I don't have a copy of the game, so I can't know for certain, but I'm guessing that the video shows a mostly completed engine with very little gameplay built on top of it.
I am NOT saying the project looks bad. It actually looks optimized, bug free and full of potential. I just don't think it is wise to advertise until you have actual gameplay to show off.
I actually don't know who made the level1Background.png file. I found it a while back on a tutorial for scrolling backgrounds and was never able to track down the original author.
2. When the player dies, they are faced with a quit screen, and can choose whether to restart the level or quit to main menu. You can also press escape to view this screen.
3. The boss now has a sound effect for when it fires its blasters.
4. Tutorial has been improved, and the initial difficulty has been slightly decreased. Bombs still work, but are not mentioned in the tutorial as they are essentially useless and will be replaced with a different gameplay mechanic in the future.
5. A sound effect plays when the player fires the super laser (work in progress).
6. Some fairly unnoticeable memory leaks were fixed, along with a couple other small changes.
7. Saving inexplicably no longer works. Fuck. If you want to automatically skip the intro, find the file named "save.txt", write the number "1" in the first line, and save the file.
I wanted to do a lot more for this first update, but I am predisposed with school for the next 5 days, and will be unable to make any progress. Thanks for the feedback, and thanks to everyone who dowloaded the game. I plan to add a second level and several major gameplay changes by May the 17th.
With regards to technical issues, I am beginning to suspect that the problem might be related to running an intel processor. At the very least, the game seems to run much better on AMD than it does on Intel.
Hi capbros, thank you for your feedback. Would you mind sending me your system specs? The player ship moving at 1/2 the speed of the wingman's ship is certainly a bug, but I'm not entirely sure what caused it.
1. The bugs involving the intro, controls feeling sluggish, and lasers moving too slowly are a result of lag due to unoptimized blitting code. You need a processor with decent ghz to run the game well (it could also be that their is some other reason. This build runs very slowly on my laptop without taking a quarter of the processor or RAM, while running fine on my desktop). I apologize for this and I am currently working on a fix. The lag also causes the game to be more difficult than originally intended.
2. The difficulty ramping up too quickly is something multiple people have pointed out to me, thanks for the feedback. I did also wonder about some of the sound effects sounding too old.
3. Customizable controls is not currently one of my priorities, but I do plan to add it eventually, as it is a staple of PC gaming.
Thank you for the criticism, it is very appreciated.
Wow, that was fucking incredible.
Thanks alot man.
Thanks man. Apologies for not mentioning I put this on greenlight, here is a link for anyone who is interested.
Looking at this from the perspective of an indiegogo backer, I am going to be asking myself the question "What is Cube World doing that MineCraft isn't?" And based on your trailer, the answer to that question would be "not much." If I were you, I would wait to start an indiegogo campaign until you have more gameplay to advertise to your audience. I certainly wouldn't use the above video.
That being said, the idea of changing gravity in a 3D world is really cool, and has LOTS of gameplay potential. It just doesn't seem to be utilized at all in the trailer. I don't have a copy of the game, so I can't know for certain, but I'm guessing that the video shows a mostly completed engine with very little gameplay built on top of it.
I am NOT saying the project looks bad. It actually looks optimized, bug free and full of potential. I just don't think it is wise to advertise until you have actual gameplay to show off.
Re-uploaded it to sourceforge, it should be fine now.
I actually don't know who made the level1Background.png file. I found it a while back on a tutorial for scrolling backgrounds and was never able to track down the original author.
I have made another small update.
1. Bombs have been replaced with a bomb powerup.
2. Super laser now has a complete sound effect.
3. A bug where sound effects would sometimes not play has been fixed.
4. Pixel width on main menu background was changed.
5. Level 1 has been expanded.
6. Saving now works and has been improved.
Download the most recent version
Alright, I have made a small update to the game.
1. Player model flashes briefly when hit.
2. When the player dies, they are faced with a quit screen, and can choose whether to restart the level or quit to main menu. You can also press escape to view this screen.
3. The boss now has a sound effect for when it fires its blasters.
4. Tutorial has been improved, and the initial difficulty has been slightly decreased. Bombs still work, but are not mentioned in the tutorial as they are essentially useless and will be replaced with a different gameplay mechanic in the future.
5. A sound effect plays when the player fires the super laser (work in progress).
6. Some fairly unnoticeable memory leaks were fixed, along with a couple other small changes.
7. Saving inexplicably no longer works. Fuck. If you want to automatically skip the intro, find the file named "save.txt", write the number "1" in the first line, and save the file.
I wanted to do a lot more for this first update, but I am predisposed with school for the next 5 days, and will be unable to make any progress. Thanks for the feedback, and thanks to everyone who dowloaded the game. I plan to add a second level and several major gameplay changes by May the 17th.
With regards to technical issues, I am beginning to suspect that the problem might be related to running an intel processor. At the very least, the game seems to run much better on AMD than it does on Intel.
Download the most recent version
Hi capbros, thank you for your feedback. Would you mind sending me your system specs? The player ship moving at 1/2 the speed of the wingman's ship is certainly a bug, but I'm not entirely sure what caused it.
1. The bugs involving the intro, controls feeling sluggish, and lasers moving too slowly are a result of lag due to unoptimized blitting code. You need a processor with decent ghz to run the game well (it could also be that their is some other reason. This build runs very slowly on my laptop without taking a quarter of the processor or RAM, while running fine on my desktop). I apologize for this and I am currently working on a fix. The lag also causes the game to be more difficult than originally intended.
2. The difficulty ramping up too quickly is something multiple people have pointed out to me, thanks for the feedback. I did also wonder about some of the sound effects sounding too old.
3. Customizable controls is not currently one of my priorities, but I do plan to add it eventually, as it is a staple of PC gaming.
Thank you for the criticism, it is very appreciated.
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