I have a headache and I’m tired, so I should be a right misery guts. And I was, right up until I saw the cubic camels in the latest Cube World video. The block-based RPG gets more and more winning everytime I see it, so right now it’s at peak winningness. What’s new since the last time Adam glared into bright colours of the blocky adventure? Classes, crafting, pets. The usual RPG bling, but presented in the loveliest package I’ve seen in quite some time.
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Posts Tagged ‘Cube World’
By Craig Pearson on May 9th, 2013.
By Adam Smith on October 11th, 2012.
Every development update makes Cube World’s differences from Minecraft more apparent, although it’s not too far removed from what I imagined the adventure mode of Mojang’s game might be – a block-based world of exploration, combat and questing. As if to prove that it’s more RPG than survival sandbox, Cube World doesn’t just have character classes, it has the most traditional set of character classes that the world has ever known. Are you ready for this? I’d advise holding onto any hats, sitting down if at all possible and swallowing any beverages that may be in your mouth. Cube World lets players be warriors, rangers, mages and rogues. But wait, there’s more!
By Nathan Grayson on September 19th, 2012.
If, for some reason, all the world’s game developers suddenly decided to drop whatever else they were doing, take up gleaming blades and blood-rusted cudgels, and engage in an orchestrally-scored melee brawl for the ages, I feel like the mighty Voxel Army would win based on sheer numbers alone. These days, there are zillions of the things, and of course, no one knows why. That said, Cube World continues to intrigue me – perhaps by way of loading itself down with incredibly specific things that I like. Puppies? Sure. Monster-Hunter-esque giganto-battles? Yup. And now hang gliders, because… well, let’s not question this idea, lest it become frightened and scamper back into the magical woodland from which it emerged.
By Jim Rossignol on March 14th, 2012.
Just a couple of years ago saying “the graphics are a bit blocky” was a way to put down a game, but now it seems it might just as likely be an indication of indie-success. It’s been almost a month since we last saw something from the cheerily blockular Cube World, but now it’s back with a “Monsters” trailer. That clever title should give you some clue as to what it contains, which is some monsters. A huge blocky dino-thing gets a beating from our sword-wielding block-protagonist, and there’s a strong, strong whiff of things Nintendo in there. Go take a look, this is looking really impressive.
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By Adam Smith on February 21st, 2012.
Last time I looked at Cube World, Wollay had added adorable pet dogs which officially meant that anyone doubtful of the game’s potential was probably called Norman ‘Pessimist-Pants’ Naysay. Sure enough, it’s a popular name and people started to chunner about the combat looking too simplistic for their refined tastes. Behold, a new video that shows several different weapons and their functions, as well as some grin-stretching customisation. It doesn’t look deep and it doesn’t look tactical; it looks like splashing about somewhat haphazardly in a shallow pool filled with something that’s sugary, delicious and somehow filled with vitamins.
By Adam Smith on January 31st, 2012.
Cube World looks more interesting every time I see it and we’re well past the point now where it’s necessary to mention Minecraft in the first sentence of every post about the game. Of course, I’ve gone and done it anyway in a gesture of shooing impatience and that probably makes me part of the problem. The solution is the latest trailer, which shows the ‘improved combat’ but also gives more glimpses of environments that cuboid characters will be chopping their way through. Looting and levelling seem far more important than carving and crafting, and the use of destructible scenery in the troll fight at the end seems a fantastic way to mark the aftermath of an epic clash.
By Adam Smith on January 23rd, 2012.
Since we first learned of Cube World’s existence, the game’s developer, Wollay, has been snapped up by Mojang, although it wasn’t like a crocodile eating a zebra but rather a company hiring an employee. UPDATE: actually that didn’t happen in the end, though apparently amicably. Anyway! Since then, development on the game has been continuing and there are plenty of new details and some screenshots that show a variety of environments and some nifty house construction. Prepare a pickaxe, for information and images await below.
By Adam Smith on January 5th, 2012.
Another cuboid/voxel/block post! The blue birds of Twitter inform me that Mojang have hired Wollay, the chap working on Cube World. Notch claims that: “Our current plan is to plug his brain directly to a keyboard and sell whatever comes out.” Quests and other RPG features perhaps? There’s no word from Wollay himself yet (edit: he is ‘so excited’!) but Notch assures that development on Cube World will continue and it will remain an independent game. This potential centralisation of talent vaguely reminds me of Valve casting their sights on Turtle Rock and Nuclear Monkey. Let’s hope for good results and that the keyboard-brain interface doesn’t cause infections.
By John Walker on January 4th, 2012.
I’ve just come up with this amazing idea for a game! Ready? So, you have this procedurally generated world, entirely made of cubes. And you can hit them with tools, and build them. And there are mines. And crafting… Oh, but I’m being a cynical one. It’s not as if Minecraft was the first to do it. And Cube World is doing something pretty different. And something pretty. The gorgeous-looking cuboid game is primarily an RPG, and with that in mind developer Wollay has just added quests, which he proves in the video below.
By Jim Rossignol on June 14th, 2011.
The steely vigilance of Pixel Prospector has brought our attention to forthcoming voxel-RPG, Cube World. The creator of the game explains: “Cube World is (or will be) a 3D Voxel-Based game with a focus on exploration an RPG elements. The world is procedurally generated and features cave systems and basic procedural buildings.” It’s remarkable cute, as you can see in the footage below.
Interestingly, it’s only been in development for a few weeks.
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