Love
06.10.2009 12:28, Marcel Kleffmann

Ambitioniertes Indie-MMO

Love ist ein ambitioniertes Projekt: Ein Online-Multiplayer-Spiel mit einem abstrakten/impressionistischen Grafikstil (Bilder); komplett entwickelt von einer Person. In der stimmungsvollen Welt (200 Personen pro Server) sollen die Spieler generell zusammenarbeiten, um zum Beispiel ihre Stadt gegen Angriffe zu verteidigen oder die Welt/Dungeons zu erforschen. Die Stadt bauen die Einwohner (also die Spieler) übrigens selbstständig bzw. gemeinsam auf. Dabei kann das Gelände verändert werden (Terraforming), um so Gebäude oder Tunnelsysteme zur Verteidigung zu errichten. Gekämpft wird bei Love ausschließlich "gemeinsam" und zwar gegen computergesteuerte Gegner.

Eine Alpha-Version des interessant klingenden und aussehenden Indie-MMOs könnt ihr von der offiziellen Webseite runterladen (plus drei Euro Spende).

Love is easy
Love is played form a first person view, because you should see the world not yourself. The controls of Love are designed to be a simple as possible to let you engage more in the story. Not dumbed down, but purified. All the mechanics designed to act as story devices to help the narrative. Each server has about 200 people registered, but as the same people comeback again and again you can make friends and get story continuity. With so few players you can get to know most of them and you can matter to the world. When you go to play Love its not just to see what is going to happen, its to see what has happened since your last play session too.

Shared World
In the world you can find a "Token" that lets you create a settlement. In this settlement the terrain is deformable so that you can build houses, caves of what ever else you want. Other players ca join your settlement to help you develop it and protect it. When you go out in the world you can find other tokens that you can put in your settlement giving you new tools and things you can build. Once a token has been placed in a settlement any one in that settlement can use it so all resources are shared among the community. If you bring in new Tokens to the community it will matter for everyone not just you. This system forms the basis of the social gaming structure of Love, as players are never competing against each other and are always playing against AI characters.

Building Structure
The building system lets you not only deform the terrain and place out object like trees, it also lets you lets you create infrastructure. Various object can be connected to work together by setting Coordinates, Radio frequencies and keywords. For instance you can set up a sensor, that sends a keyword over a radio frequency to open a door. This system is also used by infrastructure built by AI characters. By studying infrastructure the players can "hack" it by sending commands over the right frequencies. This system lets players build intricate relation sips, but it also sets up plot as the players will need to manipulate enemy installations, like deactivating shields, opening doors, and cut power to enemy weapons.

Love is being developed by Eskil alone, without funding or support. He is responsible for all code, design, networking, engine, art, pipeline and tools. More than just being an experiment in game design, Love is also an experiment in how games can be developed drastically more efficient using technologies like Verse, procedural generation, new tools and a host of other clever solutions.

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