Bitcraft cost4/17/2023 ![]() It wouldn’t make sense for it to be carefully scripted by us since we don’t know how players will want to inhabit it. The BitCraft world is a blank slate for players to create in. The other reason relates to the editable world idea I mentioned earlier. Handcrafting the game world wouldn’t scale to the size we are imagining. The main reason why we opted for procedural generation, is that we want the BitCraft world to be massive. Small remote outposts by lone wolves or small parties who would rather explore the more inaccessible corners of the world. Big cities by large groups who get together and coordinate to leave their mark with large and bustling towns. This is the selling point, and unique feature of BitCraft we will generate the world, but all the cities and roads, campsites and outposts, and remote villages will be built by players. We drew inspiration from the editable worlds in Minecraft and started to imagine what game mechanics and rules would allow such worlds to function and thrive in an MMO. ![]() That idea felt very powerful to us, and we decided to start brainstorming some more detailed game design concepts to explore them further. He wanted a world where Varrock was built and governed by players instead of by developers. Tyler, a longtime Runescape player, came up with the original idea, always being slightly dissatisfied with the static nature of the OSRS world. Tyler and I were working on a different project called SkyLab in late 2018 when we started discussing the concept for BitCraft.
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