[PC] Love

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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 not telling you a story


Stories in games are rigid and stale, because no team, no matter its size, can create content for all the things players may want to do. Stories are prepared long in advance and is something you follow, not something you create. Love is different.

Love is the story

In Love the story is not something that is "Pre-scripted" but something that is organically created while you play. By using Procedural algorithms the game can constantly generate new events and content for you to explore. By being generated while you play, the experience can be tailored to your play style and respond to your actions. This is not a game where you are being lead down a path, this is a game where you decide the direction of the story.

Stories are all around

If you have ever played a multiplayer game you have stories, stories of how you where the last survivor on your team, stories of how you captured the flag just before the timer ran out, stories of luck and failure. Love takes that kind of emerging story creation and expands it to a long lasting canon. Love is not a game you beat, is a world that is constantly changing. The game ebbs and flows, and how the story of the game proceeds depends on how the players respond to what the game does. Characters will remember what you do and it will color their views of you. Loves characters are driven by a innovative "Emotional" AI that can react to your actions with an emotional core. They may fear, hate, be curios, sad or even love other characters. Chose your actions well, they may give you both allied and enemies.

All you need is to nurture it

The game is based on a powerful procedural engine that creates a dynamic world that can be changed over time by players, characters, and the passing of time. The game can generate new landscapes, buildings, cities, secrets, characters and even networks of infrastructure and puzzles. With these tools the game has all the necessary components to create new story structures of adversity, glory and tragedy. If game chooses it can dynamically build a new city, introduce new characters or generate puzzles as the players are playing the game. To strengthen the lore of the game, important events and people will give name to places, Your actions will leave the trail of what you build or the ruins of what you destroy. As you return again and again new events will have created new things to discover, something made by either man or the passing of time.

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Features:
# Genre: First person not so massively multi player online procedural adventure game.
# Engine: Custom highly optimized graphics engine with distinct "concept art" look.
# Terrain System: Procedurally generated spherical, multi level height fields. Landscape, Building and City generation
# Editing: Environment editable from within the game, fully destructible environments. Anything you can see you can be built and destroyed
# Hardware requirements: win32 (possible Linux and OSX port) OpenGL, 512 meg ram, 1.5 GHz CPU, ATI RAdeon 9800 or better. Made to run on average Laptop
# Pipeline: Realtime WYSIWYG verse connection. Loq Airou, Co On, Verse Export tool.
# Characters: Fully procedural characters, creatures and robots with seamless environment aware procedural animation.
# Simulation: Particle systems, fog, Cloth, Watter, wind, Day/Night cycle, and vegetation.
# Networking: Low latency UDP networking for hundreds of players per server.
# Biz Model: Pay-to-play. Prize to be determined
# Developer: Quel Solaar
# Release date: When ready.
Vejam o trailer e consultem o site. É um jogo realmente ambicioso e inovador, com um estilo visual fantástico. Para além de estar a ser desenvolvido apenas por uma pessoa, também tem como objectivo demonstrar como pequenas equipas podem produzir jogos de qualidade reduzindo ao máximo os custos e recursos utilizados.
 
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Alguma informação interessante:

We're going to try our best to explain the game as we understand it, but we're almost certain to fall short. It's an MMO, but one that's limited to 200 players per server. Players are tasked with exploring the game's beautiful, constantly shifting environment and growing and defending their home town by disabling and exploring fortresses.

The unusual thing about these bases is that they're dynamically generated by the environment depending on how far you've progressed in the game and the items you've already found. And each fortress -- and by extension, the method used to disable them -- is unique.

For example, we saw a fortress defended by turrets. To get past that first layer of defense, the player must disable the turret by shooting it until it's destroyed -- yes, there are FPS elements here too -- or disabling its power. To do that, you'll have to find the generator it's connected to and disable it ... or simply wait until the wind stops.

It's all really dynamic, but it becomes even more so when you realize that you can install the exact same defenses in your home area. In fact, everything in your home is created by you, fashioned from tokens you find throughout the world.

That home is one you share with the other players. Everyone's under the same roof, and they're all sharing the same items, etc. It's collaborative gameplay in it's truest sense.

Now, here's what we haven't told you yet. It's all made by one dude. Super-genius Eskil Steenberg has been crafting the world of Love for two years, all by his lonesome. Talking to Steenberg, it's not hard to imagine a GDC a few years down the road where the guy's being hailed as one of the all-time greats.

Making Love:

The is a longer version of my GDC talk 2009 that will be given on Tuesday 4:45 in room 131.

While the Love project is a lot about making a great game is also about finding a way that you can become so much more efective that you can make a game like this with a very small team. I wanted to explore new ways of making games and if i could make a graphically impressive game alone i would have surely proved that my ideas would work. In the past hardware was so limited that we had to focus most of our energy to make it draw pixels and polygons, now however we can draw so much that the problem has shifted to being able to produce the polygons and pixels to draw. Moore law states that we can draw twice as much content every 1.5 years. So I'm suggesting a "Eskils law of game development" if you will, stating: if you cant double the amount of content per man hour you produce every 1.5 years the way you are working is unsustainable. Today's we have teams of up to 200 people, if we imagine that the next console generation will be 8 times as powerful, does that mean that we need teams of 1600 people? Even a doubling of the team size is quite unsustainable.
 
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Limita-o em que sentido? Por tudo o que tenho lido e visto sobre o jogo, está longe de ser um MMO tradicional. O próprio limite de 200 jogadores por servidor demonstra que é suposto ser uma experiência mais "contida", por assim dizer.
 
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