|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Astral Terra - A New Voxel Sandbox RPG

Default Astral Terra - A New Voxel Sandbox RPG

November 8th, 2013, 10:44
Good morning my fellow watchers I have another kickstarter that just went live today. The game is called Astral Terra and described as a "Smooth Voxel Sandbox Fantasy RPG".

The game is asking for $52,000, and I have the usual pitch video to share also. Give the project a look, and discuss what you think in the comment section.



Astral Terra is a fantasy-themed sandbox survival RPG in a beautiful smooth voxel world that’s generated on the fly and completely editable. No two players will have the same experience as everything from the skills you learn to the world you play in is fully unique and customizable. Gather resources for crafting and building, journey among the planes to find lost temples or libraries full of knowledge and power (scrolls and tomes) or just explore for the sake of discovery. From character progression with experience points, levels and skills, to the terrain and environment, every inch of the game is procedurally generated and fully editable. Shape your world and your character the way that YOU want. Fantastic creatures and epic adventures await you in this magical journey in a world limited only by your imagination – Astral Terra!
More information.

"It's quite simple my word is the law around here, and failure to comply means termination."

RPGWatch News Editor & Moderator
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
Evil Potato Overlord
RPGWatch Team

#1

Join Date: Oct 2010
Location: Potato Land
Posts: 10,693

Default 

November 8th, 2013, 10:44
Man… Why noone kickstarts Outcast2?

I'm not really sure what is this game about so will wait for an update or two before I back it.

Toka Koka
joxer is offline

joxer

joxer's Avatar
The Smoker
RPGWatch Donor

#2

Join Date: Apr 2009
Posts: 6,423

Default 

November 8th, 2013, 10:55
Good morning to you too Mr. Potato.

Man, there seems to have been a lot of rpgs coming to kickstarter these last few weeks. My wallet is hiding in the corner, shaking with fear.
Yme is offline

Yme

Yme's Avatar
Sentinel

#3

Join Date: Oct 2012
Location: Ginnungagap
Posts: 417

Default 

November 8th, 2013, 11:07
They had me with "sandbox" but lost me with "procedurally generated".
JDR13 is offline

JDR13

JDR13's Avatar
SasqWatch

#4

Join Date: Oct 2006
Location: Florida, US
Posts: 18,237

Default 

November 8th, 2013, 11:55
Very interesting.
At least the part with the procedurally generated world is similar to what we will be doing (except the editing of the world).

Definitely pledging, I'd love to see how a game turns out in which even the skills are randomized like that.
TheSHEEEP is offline

TheSHEEEP

TheSHEEEP's Avatar
SasqWatch

#5

Join Date: Dec 2010
Posts: 104

Default 

November 8th, 2013, 12:08
Originally Posted by joxer View Post
Man… Why noone kickstarts Outcast2?

I'm not really sure what is this game about so will wait for an update or two before I back it.
Outcast 2, now that is something i really really like to play.

This game however looks and feels not that great for me. Perhaps in a week or two..
ikbenrichard is offline

ikbenrichard

ikbenrichard's Avatar
Fulltime RPG watcher

#6

Join Date: Jan 2009
Location: The Netherlands
Posts: 779

Default 

November 8th, 2013, 12:27
Backed too
gandalf.nho is offline

gandalf.nho

gandalf.nho's Avatar
Huntress

#7

Join Date: Apr 2013
Location: Brazil
Posts: 396

Default 

November 8th, 2013, 13:31
Lots of this kind of thing seems to be appearing, probably because it's so easy to knock up a first person character and some basic terrain in Unity. Not convinced that it's so easy to go from there to a compelling game though. This one has a bad attack of Spock Ear syndrome too.
Roq is offline

Roq

Seeker
RPGWatch Donor

#8

Join Date: May 2012
Location: Somerset/London UK
Posts: 982

Default 

November 8th, 2013, 14:30
Backed, for procedural generally landscape + voxel it's actually quite pretty.
azarhal is offline

azarhal

SasqWatch
RPGWatch Donor

#9

Join Date: Oct 2007
Posts: 2,681

Default 

November 8th, 2013, 14:43
I don't know how 'RPG' and 'voxel - make your own landscape' match together! Normally stories and characters are created, located spatially and associated with places/towns - so how the stories and characters are created in this case?

This looks like a big playground with monsters roaming around - I thought you could do that with any game editor including the Farcry 3 editor!
SpoonFULL is offline

SpoonFULL

SpoonFULL's Avatar
Keeper of the Watch

#10

Join Date: Feb 2011
Location: United Kingdom
Posts: 1,412

Default 

November 8th, 2013, 14:54
I'm glad a few here like it as I wasn't sure if anyone would. As for me I think we can blame Minecraft for the surge in voxel based games. I'll pledge the minimum just to see how the game turns out because I'm curious.

"It's quite simple my word is the law around here, and failure to comply means termination."

RPGWatch News Editor & Moderator
Last edited by Couchpotato; November 8th, 2013 at 16:09.
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
Evil Potato Overlord
RPGWatch Team

#11

Join Date: Oct 2010
Location: Potato Land
Posts: 10,693

Default 

November 8th, 2013, 15:55
MeshXel

This ain't no voxel engine, it's a Mesh-Xel engine. Cubicles of mesh have taken up the meaning of "voxel" in the developers mind. Probably after having a nightmare about Minecraft, the terms mesh and voxel melted somehow..

Pro: environment can be destructible, but how will it look like?
Cons: Looks not really good. Consider the applications. If everything in the game must appear blobby, go for it!

This has limitations, as you see: try to increase "voxel"-poly-blob building block resolution so everything NOT looks like green insulating foam sprayed all over.
http://www.youtube.com/watch?v=iFcrYdfY4Ms

For a true voxel engine there are very disappointing limitations: no destructible environment.

Here is how an actual voxel engine looks like:
http://www.atomontage.com/
mercy is offline

mercy

mercy's Avatar
Sentinel

#12

Join Date: Mar 2013
Posts: 460

Default 

November 8th, 2013, 16:00
The kickstarter page calls it voxel based so thanks for the explanation. Still somewhat interested in the project that hasn't changed.

"It's quite simple my word is the law around here, and failure to comply means termination."

RPGWatch News Editor & Moderator
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
Evil Potato Overlord
RPGWatch Team

#13

Join Date: Oct 2010
Location: Potato Land
Posts: 10,693

Default 

November 8th, 2013, 18:34
I picture this as playing kind of like Terraria, in full 3D, with better graphics, and having more robust RPG elements / character-building. Which could be a lot of fun… and being a fan of roguelikes I'm totally into the procedural generation stuff. Plus the world is infinite - which is pretty cool in my book. I like the lush and kind of alien art style too.
Myrkrel is offline

Myrkrel

Myrkrel's Avatar
Sentinel

#14

Join Date: Aug 2011
Location: Oregon
Posts: 510

Default 

November 8th, 2013, 18:56
Greetings ladies and gents! Gratitude for the feedback!

@MeshXel - A: You are incorrect about Astral Terra and it's engine. B: That video is not our engine nor our game. If you want to understand what we are doing here at least watch OUR video first please.

@Spoonful - The engine you refer to, as well as no other game engine we are aware of, does destructible procedural voxel terrains, built into the software. You can pay 60K for ProcWorld plugin or you can code it yourself. This uses the same technology that Minecraft uses but in a different way. Also, RPG stands for "Role Playing Game". That doesn't mean a static world full of static quests - it means "be whatever role you want to be, do whatever you want to do, because you are ROLE PLAYING" I don't understand where the lack of static quests ruins the players ability to pretend they are somewhere and someone else. For Astral Terra we are trying to do the very opposite of what you are saying. Make a character, do what you want - the adventure is what you make it, not a connect the dots hold-your-hand every step of the way on rails system. I understand though some people want that, if you do then obviously this is not the game for you.

@Roq - If it was so easy the AAA studios would have been doing it a long time ago. Think about it, really. Sony is the first company to jump on board this voxel thing, it took Indies pushing out games like this for them even to consider the challenge. Yeah its trendy now, but 2 years ago it was also risky since the tech was not easily obtainable (i'm not referring to the minecraft style that we see many clones of but our smooth voxel, or the smooth voxel you see in Everquest Next: Landmark). If you follow developers who are trying to do smooth voxel engines, and read their blogs you will see - it is no easy task to code something like this and keep it stable and running smooth.

Gratitude for the input guys - if anyone is really interested in getting involved you can feel free to back and you will get forum access to help us craft and shape this game out to be the best it can be! Oh, and here is a higher res video (YouTube kills our videos).

http://www.indiedb.com/games/astral-terra/videos
Astral Terra is offline

Astral Terra

Traveler

#15

Join Date: Nov 2013
Posts: 5

Default 

November 8th, 2013, 19:11
I'm interested. I like the sandbox approach, and think the modding community could add a lot… and perhaps create my own. But barring that, I wonder how long I could stay interested with allegedly no story.

So are you saying no story/quests/npcs to speak of? Or by no hand holding do you mean no fast travel/quest markers/etc… ?
mbuddha is offline

mbuddha

mbuddha's Avatar
Watchdog

#16

Join Date: Feb 2008
Posts: 215

Default 

November 8th, 2013, 19:21
Originally Posted by mbuddha View Post
I'm interested. I like the sandbox approach, and think the modding community could add a lot… and perhaps create my own. But barring that, I wonder how long I could stay interested with allegedly no story.

So are you saying no story/quests/npcs to speak of? Or by no hand holding do you mean no fast travel/quest markers/etc… ?
Hi Mbuddha - We have a back story and one long over reaching quest chain that gives the player purpose beyond them just "chillin' in the Vale". We are discussing with our backers some ideas on how to include either a quest mod system that would allow players to create and add their own quests, or a procedural side quest system that would be tied to the players actions and them building up settlements that then fill with NPC's (who give new quests). With Astral Terra being a dynamic procedural world we have some technical and aesthetic challenges that make adding a quest system something that has to be thought out and developed step by step - which brings us back to why we are on KickStarter. Gratitude for the question and opportunity for me to elaborate Mbuddah!
Astral Terra is offline

Astral Terra

Traveler

#17

Join Date: Nov 2013
Posts: 5

Default 

November 8th, 2013, 19:27
Thanks for the response. I like the sound of that enough to back it and wish you luck.
mbuddha is offline

mbuddha

mbuddha's Avatar
Watchdog

#18

Join Date: Feb 2008
Posts: 215

Default 

November 8th, 2013, 19:35
Originally Posted by Astral Terra View Post

@Roq - If it was so easy the AAA studios would have been doing it a long time ago. Think about it, really. Sony is the first company to jump on board this voxel thing, it took Indies pushing out games like this for them even to consider the challenge. Yeah its trendy now, but 2 years ago it was also risky since the tech was not easily obtainable (i'm not referring to the minecraft style that we see many clones of but our smooth voxel, or the smooth voxel you see in Everquest Next: Landmark). If you follow developers who are trying to do smooth voxel engines, and read their blogs you will see - it is no easy task to code something like this and keep it stable and running smooth.
The graphics technology is one thing, using it to make a decent game by July next year, on a tiny budget, is something else entirely. That's the part of the kickstarter presentation that I don't find entirely convincing. The presentation looks more like a technology demo than a game, as things stand.
Roq is offline

Roq

Seeker
RPGWatch Donor

#19

Join Date: May 2012
Location: Somerset/London UK
Posts: 982

Default 

November 8th, 2013, 20:27
Neat! I'd like to see what they do with procedurally generated worlds and quests. But $52K seems like very little.
Thrasher is offline

Thrasher

Thrasher's Avatar
Wheeee!
RPGWatch Donor

#20

Join Date: Aug 2008
Location: Studio City, CA
Posts: 10,333
RPGWatch Forums » Comments » News Comments » Astral Terra - A New Voxel Sandbox RPG
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 13:34.
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright by RPGWatch