For the last for years I've been lurking in the forums waiting patiently for the release of Ultra. I thought I'd be a good time to start up my blogs again about The Seventh World. The game that has been in the works for over a decade! I started this game in the Leadwerks 2 days. It started off as a very simple game but as I'm sure you're all aware, simple ideas can quickly grow into monsters of an undertaking if you let them!
A few years ago, as I started fleshing out gameplay I
The Seventh World
Lately I have been hard at work implementing all the basic classes in Leadwerks 5. My aim is to get the game playable by the end of the year. Once I've achieved that I'll slowly hack away at bugs and visual quality before release. These are what are planned for the first release;
Edge of the World
After three weeks of work, Pre-Alpha v1.1 is ready.
The terrain has seen some behind the scenes improvements with speed as well as visual improvements to geometry and texturing. When I manage to get Texture Arrays working I will be able to finish of the new texturing shader that will include Tessellation and over 16 different texture maps as well as various masks that will paint according to erosion and forest locations.
An image of one of the mountains randomly pl
The Seventh World is a Medieval Fantasy Survival game, inspired by the likes of Skyrim and ARK Survival Evolved.
It's been under development for the last two years but only in the last eight months has a real commitment been made to it. Spending every night after work and every other day working on it I've achieved a base from which to build on.
The cuboid landmasses are called fragments. They are arranged as a sphere to make up a planet. Game-play will eventually include mov