In an RTS game, the absolute last thing I'd want to do is sit there and fiddle with getting salvaged blocks placed in JUST the right spot. It's a good idea, but I can't see the execution being anything but flawed.
TerraTech – Physics-based vehicle construction and combat
21–24 of 24 posts
Re: TerraTech – Physics-based vehicle construction and combat
#22This is not the sort of game I'd normally play (not a massive strategy or sandbox games person) but I was very impressed with the campaign they've put together. They've got a playable demo, a lot of media acclaim already, and an active community. Anyone interested in putting together a kickstarter campaign for a game should take note.
Re: TerraTech – Physics-based vehicle construction and combat
#23Earlier quoted context omitted.
Universim is much closer to Spore and got funded not few weeks ago. https://www.kickstarter.com/projects/crytivogames/the-univer...
I think this one might be more interesting because of the focus on multiplayer (something that probably won't exist in Universim?). But it's still nice to see the idea get picked up again. Spore had a great concept, but was executed poorly.
Re: TerraTech – Physics-based vehicle construction and combat
#24Reminds me of http://captainforever.com in the way you scavenge parts and build a custom vehicle.