longbyte1 wrote:We don't "need" games, but we want to make a game (dubbed "AoS of the Future" since we're too busy to think of a good name) because we would like to take a different angle to the voxel genre.lies. LIES. SO MANY LIES
EDIT: Oh, if you were talking about smaller scale, this is simple to explain. Suppose you were driving a tank and it fired at a brick wall. There has to be a way to show that the brick wall got a "dent" instead of part of it just magically disappearing. The solution is to simply allow a map to have more detail. If octrees are used correctly, then this will use just as much space as a map with the traditional scale.
I already said that mine is "Disposable Heores" :D (remember that every server can be a different game, we are just working on the default package and engine/renderer)
We are not sure about making blocks smaller, because if renderer is not fast enough, then we will have to sacrifice apparent fog distance (if fog is 128 blocks, if you make blocks smaller, fog gets closer). And sacrificing any fog distance is very bad idea.
No blocks will ever magically disappear again. One won't be able to dig any more blocks if his inventory is full (no, you won't get a nice inventory GUI like in Meincraft, it will be very simple). Blocks will get thrown away by explosions. Blocks will fall downwards when spammed with enough bullets. Falling structures will leave either a pile of blocks or something resembling past structure.
And we don't care so much about map size because memory is rarely a problem. Sure, if maps get too big we won't be able to load them into RAM in one piece, but HD space is no problem.
And back to OP topic: we need sfx guy because periodfox died in the making