|
|
Line 33: |
Line 33: |
|
| |
|
| You can read a list of recent builds and their changes here: [[Kemoverse_Online/Changelog|Changelog]]. | | You can read a list of recent builds and their changes here: [[Kemoverse_Online/Changelog|Changelog]]. |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
| member of the virtual town of Vara along with other citizens and students. The game is primarily divided in to three main areas of gameplay: the customizable self-expressing role-play part, the side quest unlockable point system part, and the online event community part. The purpose of these are to provide a relaxing virtual world for a sense of community to let players express their personal second life: without the lackluster mini-games of most popular social world games but with the individual expression and exploration possible through open-world sandbox games.
| |
|
| |
| = History =
| |
|
| |
| Kemoverse Online is a direct continuation of [[Game|the experiments]] made where I both learned 3d modeling and game development through Unity. However, despite Unity's public success I did not like it; mostly due to the licensing restraints and the slowness/bloatness, and so I looked in to alternatives, of which among them were Godot. At the time I begun tinkering with it in mid-2019, the 3d capabilities were still young but recently had been given some updates, and this convinced me to port everything towards Godot and run with it.
| |
|
| |
| From tinkering with it for over a year, I would say that Godot is really the better choice for Kemoverse Online, not only because of the bright future it seems to have but also because of its design principles: it's fresh, lightweight, and simple. It doesn't need the overly-complex stuff offered by Unity like multiple render passes and such. Instead, it has forced me to simplify and streamline the basic game; and while it looks a bit dated, I'm still wishing to build a strong theme and ambient feeling as those types of games end up being timeless.
| |
|
| |
| = Changelog =
| |