12 years ago

Pangaea Unearthed - Infinite 2D Sandbox Game


A small team of us are working on an infinite 2D sandbox game, Pangaea Unearthed.

PANGAEA UNEARTHED

Version 1.004 - Updated 19th March 2014

  • INFINITE 2D SIDE ON SANDBOX GAME

  • LIMITLESS NUMBER OF PROCEDURALLY GENERATED QUESTS

  • ADVANCED RPG LEVELLING SYSTEM - NO LEVEL CAPS

  • A DIVERSE NUMBER OF BIOMES, EACH WITH THEIR OWN FLORA AND BLOCK TYPES

  • 16 PLAYER ONLINE MULTIPLAYER

  • SUPER CUSTOMIZATION SYSTEM, ALLOWS YOU TO FULLY CUSTOMISE EVEN THE MOST BASIC TOOLS

  • THOUSANDS OF DIFFERENT BLOCK TYPES

  • PROCEDURALLY GENERATED TOWNS AND VILLAGES WITH REALISTIC COMMUNITIES

  • ONLINE STOCK EXCHANGE STYLE TRADING SYSTEM - SELL ANY BLOCK / ITEM

  • LOTS OF RACES AND CHARACTER CLASSES TO CHOOSE FROM - EACH WITH THEIR OWN PERKS

  • NO LIMIT TO WORLD DEPTH / WIDTH - EXPLORE INFINITELY!

  • CARRY YOUR PLAYERS BELONGINGS BETWEEN WORLDS!

  • ONLINE WORLD SHOWCASE SYSTEM - SHARE YOUR INCREDIBLE CREATIONS!

[CORE IDEA]

HUGE RPG ENGINE

I love RPG games, but there are often things that really frustrate me. I hate level caps.. they’re so pointless. If a player is willing to spend more time than others honing a particular skill, they should be rewarded for doing so. I strongly dislike games that have a small range of weapons / armours (rare or common), it’s always better with more! I dislike games that let you level up too quickly. I’d rather play a game where levelling up is time consuming, and is considered a challenge. I don’t like games like Runescape, that let you ‘level up’ by .. attacking 100,000 level 2 goblins. Where’s the challenge in that?

I want to make a game that really rewards those that put time and effort into practising certain skills. It promotes teamwork. If you have a friend that is a high level miner, but you are a high level craftsman, you could team up to mine and create some great, rare items, that you could then keep for yourself, or sell on the online marketplace. You may spend weeks searching for incredibly rare ores (yes, that’s how long it will take to find some of the rarer ores), and upon finding it, you may advertise it online, to higher players that can harvest the materials.

You will take items with you, between worlds. Everyone will have an online username, with up to 3 characters on it. Generally, people will be looking to find the really rare ores / minerals, or find incredibly strong enemies to slay (then gather loot from the corpses / surroundings). As every item / piece of clothing / armour / weapon will be highly customisable, you will probably want to take your favourite weapons along with you, to other worlds. I certainly would want to, if i’d spend weeks searching for the special enchanted gem, the incredibly durable, rare metals, and the.. blood of a blue bunny vampire snake, to make it.

The point is, there will be hundreds of great unlockable abilities, etc, but levelling up will be hard and quite time consuming.

INFINITE WORLDS

Every single world will be unique and huge. Not just huge in fact, literally infinite in size. It will take a long time to find rare things, and lots of time and effort to complete the procedurally generated quests. There will be vast biomes to explore, each with their own unique valuable materials, but also, their own kind of procedurally generated enemies. I’m not looking to make the biome transitions extremely realistic, and there will be (probably quite strange) dungeons, with no entrance, 50,000 blocks underneath the surface, with level 1503 lava warewolf eagle hybrid titans within them, but it will just add to the sense of exploration.

Maybe in the future, I’ll let you tame these crazy p-gen creatures, and cross breed them, to make crazy pet breeds (that you can sell!).
Ofcourse, this would mean adding a new ‘pet breeding’ skill :D

Anyway, the worlds will be huge, but hopefully fun to explore. With 2-16 player online games, I’m sure people would have fun doing lots of strange things.

DYNAMIC BIOMES

As mentioned previously, there will be lots of strange biome types. Ranging from vast Rainforest Jungles, to Giant Redwood Forests, to Sandy, Hot Desert (as well as the grasslands, small woodlands, swamps, rocky mountains, lava fields, and possibly.. floating islands), there will be so much to explore. What’s great, is that biomes aren’t incredibly hard to program, using a few ‘height map’ style scripts, combined, to represent certain variables, you can easily make dynamic, fantasy based biomes. Each of these will have slightly different ‘common’ ores / minerals / enemies, etc.

PROCEDURALLY GENERATED VILLAGES, DUNGEONS, CAVES

What’s a game, without some signs of civilisation? I love creating little procedural generation scripts, for all sorts of things. Adding a few dungeons here and there really won’t be much of a problem, but will give you all loads more to explore. Villages will be a great place to find quests (there will be different quests available for different levels / skills). All quests will be procedurally generated too, which is one thing that WILL take a lot of time to perfect.

[CURRENT TEAM]

ShadeSpeed
Daniel Price
Lead Programmer

aureliusnoble
Aurelius Noble
Planner, Writer, Videographer

Braffolk
Remi Sebastien Kits
Programmer, Planner

[CURRENT PLANS]

- PLEASE CONTRIBUTE -

CLICK HERE TO SUGGEST BLOCKS!

CLICK HERE TO VIEW GAME PLAN DOCUMENTS

PLAYER STATS+ SKILLS

Race: Human / Elf / Dwarf (more planned)

CORE STATS
Level: 1
Experience: 0

Health: 100 + Level 25
Magical Energy: 50 + (Intelligence/5) 50
Stamina: 50 + (Endurance/5) * 50

Endurance: 5 lets the player move faster for longer
Agility: 5 movement speed + jump height are based off this
Intelligence: 5 lets the player craft more advanced items, and master more complex spells
Luck: 5 enhances drops + loot
Willpower: 5 enhances the experience gained for practising skills
Strength: 5 deal greater melee damage as this increases + carry more
Accuracy: 5 enhances how accurately spells + projectiles are aimed, and damage dealt by melee weapons

SKILLS

Hand to Hand: 1
Crafting: 1
Mining: 1
Wood Cutting: 1
Farming: 1
Lock Picking: 1
Cooking: 1
Enchanting: 1
Alchemy: 1
Gem Harvesting: 1

Short Sword: 1
Long Sword: 1
Blunt Weapons: 1
Axes: 1
Ranged: 1

Destructive Spells: 1
Healing Spells: 1
Alteration Spells: 1

RACE BONUSES:

Human
Strength + 1
Health + 25
Hand to Hand + 2
Long Sword + 2
Short Sword + 2
Ranged + 2

Elf
Intelligence + 1
Magical Energy + 25
Alchemy + 2
Destructive Spells + 2
Healing Spells + 2
Alteration Spells + 2
Dwarf
Endurance + 1
Stamina + 25
Blunt + 2
Axes + 2
Lock Picking + 2
Mining + 2

BIOME BLOCK PLANS

There are 48 slots per Biome. This is split into Above Ground features, Ground Level Blocks, Below Gound Blocks (until the first stone layer). Each slot represents a different rarity, which is (approximately) as follows:

1] 43.1158863921846% - Very Common, 1 in every 2.5
2] 25.7280890417972% - Very Common, 1 in every 4
3] 14.8150029772253% - Very Common, 1 in every 7
4] 8.18887564662165% - Very Common, 1 per 12
5] 4.31645707121465% - Very Common, 1 per 23
6] 2.1518844087496% - Common, 1 in every 46
7] 1.00386995803995% - Common, 1 in every 100
8] 0.432133100040273% - Fairly Rare, 1 in every 231
9] 0.168421431219471% - Fairly Rare, 1 in every 594
10] 0.057871105379786% - Rare, 1 in every 1.73k
11] 0.016861160434432% - Rare, 1 in every 5.93k
12] 0.003921367023594% - Very Rare, 1 in every 25.5k
13] 0.000657896215701% - Very Very Rare, 1 in every 152k
14] 0.000065863907947% - Extremely Rare, 1 in every 1.5m
15] 0.000002569907093% - Uber Rare, 1 in every 39m
16 0.0000000100387% - Impossibly Rare, 1 in every 10bn

BIOME LIST:

BIOME NAME - COUNTRY EXAMPLE

  • Freezing Arctic - Greenland

  • Cold Tundra - Canada

  • Mild Grassland - USA

  • Warm Savannah - Cuba

  • Hot Desert - Mexico

  • Hot Shrub - Spain

  • Warm Mediterranean - Southern France

  • Mild Oak Forest - UK

  • Cold Pine Forest - Norway

  • Freezing Wasteland - North Russia

  • Freezing Shadow Lands - Siberia

  • Cold Rocky - Mongolia

  • Mild Bamboo Forest - China

  • Warm Swamp - Thailand

  • Hot Jungle - Indonesia

This is ordered by biome heightmap height, so in order to move from a Mild Bamboo Forest to a Hot Shrub Biome, you’d have to move through 6 different biome types (through a whole variation in heat), to get there. We’re ordered the biome’s by heat, so that you don’t walk straight from a desert, to a freezing cold biome.

[D O W N L O A D S / S C R E E N S H O T S]

Current Download: Download Engine V1.0.0.4 - Updated 11th March 2014

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Any suggestions would be greatly appreciated

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anyone who’s suggestions we take, we will put their name in the credits.

Many thanks!

  • Dan.



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