Posts by Elvaeus

    Thanks for such a quick and high quality reply and thanks for the specs and recommendations while RW2 is under construction.


    Near term I'm making models while gaining proficiency with Unity and Blender and eventually learning the API as RW2 gets more complete.


    I was planning on making mods using the API to sell BUT after reading forum comments I agree they should be free.


    I'd love to work with others to make mods and things for RW2 and have fun testing.

    <38):thumbup:

    I'm working on assets; models, textures and sound for a mod for Rising World. But first I'd like to know specs for sounds, uv map texture sizes (1024x1024?) and units (1 unit = meter?) and of course poly count for models for tools, ingredients, workbenches etc... ? And any thoughts or hints on making animations for using these things.


    tyvm for all you and everyone has done to make this game and community so awesome! :~)

    If I could dream the ultimate dream version of RW...

    I'd like to have the game more forward scaling by using a polymorphic factory design pattern and setting hierarchies and asset locations using config files. This allows the server administrator to set the hierarchies of components and workbenches/refinement systems. This is the survival system aspect but there could be many other aspects such as empire building system (same idea as survival; dont let your empire die). It could be like Age of Empires in first person... or any RTS game theme really.


    Of course the game could be exactly as it is now with a default assets and config. Or limit the theme as suggested in Ash's post, "Medieval and Modern Game Modes!"


    Then I could make all the assets and set up my Elvish (with alchemy) themed dream server. :~)