![]() We’ll have to see how building with the terrain works. But, on the other hand, I also like the idea of shaping the land to my liking for my construction. From what I understand, that’s impacting some players in Valhiem, and I know No Man’s Sky has a cap on how much terraforming you can do in your universe before it starts “erasing” the edits you made. Every deviation from that procedural generation is a datum that needs to be tracked. When you have a procedural world, the terrain is, quite literally, formed wholly from a single seed value. From a technical standpoint, I completely understand. ![]() Vegetation is fair game, but the only way to alter the ground is to build on it. It’s been made clear that the actual terrain is sacrosanct. One aspect I have mixed feelings about is the non-deformable terrain. ![]() Do you have to still do all that? Do you have to micro-manage your populace? Can you choose to specialize your own skills to support/supplant your own craftspeople, or will they handle all but the most basic of crafting? How will the mechanics change, how will base management change? When it’s just you, you are the cook, the smith, the tailor, the sheriff, the doctor and the dog catcher. I’m curious to see how they will handle the transition from a small single-person base to a village to a city to even a kingdom. Of all of these elements, I’m most interested in the survival/building elements. They will still have an online element, but it will be more akin to Minecraft or Valhiem, where there are just a few others on the server with you, not hundreds (or thousands). Thankfully (and I’m listening to the lead dev right now ranting about overreaching), they are staying out of the MMO realm, for now. ![]() Skyclimbers will have beast taming elements, survival elements, base building, city building, kingdom management, PvP/PvE, and RPG elements. But that could be me just projecting my own lack of discipline on completing projects onto others (see: this website). I fear it will try to be too much for too many, and simply fail to be much more than a tech demo. I’m hoping, well, expecting Skyclimbers to transcend those comparisons when it makes it to full release. There are a lot of comparisons to be made with existing games, and for good reasons. Despite the ostensibly foolish decision to back a multiplayer computer game via crowdfunding, I thought they had a solid concept and a significant amount of work already completed. I’ve been keeping an eye on the upcoming game, Skyclimbers, as I backed it during its Kickstarter campaign. © 2021 Ken Cummins Looking at Skyclimbers ![]()
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