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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Posts Tagged ‘tech demo’
By Craig Pearson on September 24th, 2013.
By Adam Smith on April 25th, 2013.
I feel like I should apologise for the headline but Nvidia call their middleware physics engine PhysX, for crying out loud. ‘Making a splash’ is almost Nabokovian in comparison. You may recall recent advances in convincing/crazed coiffures and I care about that about as much as I care about the latest floppy-fringed hair fashions in the real world. Not a jot. Fluid physics though? Ever since the invention of physics, which was sometime just before I balanced bricks on a plank to create a see-saw bridge in Half Life 2, I’ve been waiting for a game with proper water. The latest PhysX tech demo got my juices flowing and you can see it below.
By Adam Smith on December 10th, 2012.
Daniel Vavra, the man who built the Mafia, is now creative director at Warhorse Studios and Eurogamer Czech have some ridiculously impressive footage of the developer’s unannounced fantasy RPG. The game isn’t due for a couple of years but the tech, a modified CryEngine 3, allow us to glimpse a future-game so realistic that the monitor is almost like a window. A window that looks out onto a farm, surrounded by woodland and with a muddy puddle on one of its worn tracks. It’s a tech demo and nothing is actually happening in the superbly realised location, but, damn, that really is the best muddy puddle I’ve seen in ages.
By Craig Pearson on December 7th, 2012.
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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By Adam Smith on October 29th, 2012.
Mr Caldwell introduced the riotous delights of Wildfire Worlds a week ago and now there’s a tech demo available so you can see the unrest simulator in action. The one hitch is that none of the unrest is in place yet: no subversive influences, no catalyst for calamity or change, and no interaction.
The tech demo is a little town doing it’s cute little routine thing, with everything going to plan. The first build will allow you to browse around and watch your subjects going about their business. They are a bit sheep like right now.
Still worth a look. The trailer shows how quickly things will get out of hand once the player has a molotov or two strapped to the cursor.
By Adam Smith on April 19th, 2012.
From the first video I saw, Vessel occupied a special place in my thoughts. The area it resides in is a large theme park grafted onto my occipital lobe. All of the rides and attractions that have sprouted there are based on interesting use of technology in games. Some are impressive structures of light and fury, while others are more subtle. Vessel’s contribution is a cavernous chamber, lit by lava and fluorescent goo that drips, splashes and streams. There are log flumes within and water slides, everything liquid that can be imagined in fact. Now that Vessel has been released from the faucet, Strange Loop Games have deemed fit to share some early experiments and tech demos showing how their marvelous physics evolved.
By Adam Smith on February 20th, 2012.
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.