Posts Tagged ‘Arcane Worlds’

Treely Magic: Arcane Worlds

By Craig Pearson on September 24th, 2013.


It’s amazing the difference one change can make. The last time I peeked into the rug-ged world of Arcane Worlds, a game basically built out of memories of Magic Carpet, it didn’t have trees. It was just a barren world beneath a burning sun that you could flood or crack open with spells. That was kind of enough to give me a few hours of fun, though. The latest update, that coincides with it attempting to break through the outer crust of Steam Greenlight, is available to download, and I noticed the worlds are created with a layer of foliage. So I reinstalled it.
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Have A Splash With Arcane Worlds

By Craig Pearson on December 7th, 2012.

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Adam had a play around with the Arcane Worlds alpha at the beginning of the year. He liked it, even if was just a demonstration of world generation, choppy waters, and glowy sun graphics. Those are the building blocks of many games, anyway. If games are anything like babies, then 10-and-a-bit months is plenty of time for it to have gestated. I wonder what sex it is? Does it have hair? My Arcane Worlds, how you’ve grown.
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Captain Carpet: Arcane Worlds

By Adam Smith on February 20th, 2012.

that sure is a sun

I feel like I’m cheating a little here, because I’m going to tell you that Arcane Worlds aims to be a modern take on Magic Carpet but then I’m going to admit that nothing of the sort yet exists. That idea is something to giddily anticipate but the tech demo that has just been released by Ranmantaru Games only shows the absolute Genesis of it. It’s a freely downloadable landscape generator with some nifty fluid physics. In the last half hour I’ve made a great many worlds and while I’m keen to pilot a carpet around them, deforming the landscape as I go, I’m quite enjoying just looking at them.

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