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You might be able to describe the Deepworld by putting some gaming terms in the hat, then took them out one at a and then arranged them. It's a 2D, steampunk post-apocalyptic MMO with Minecraft-style creation, and block graphics that open up to a vast and vast game world. Deepworld seems like it's too promising to be true to its promises, but its developers Bytebin comprised of three men who have extensive experience in server architecture, but not as much in game design and development, know what they're promising.
The version they showed me at GDC last weekend certainly was a good representation of what they had promised. It didn't just include two of their characters walking through the world together, but also the entire game. Deepworld's graphics might not appear amazing on the screen (they are... "stylistic" however, as some may argue) however, there's a charm in the world as you explore more. After a temporary shelter was built complete with lanterns that spread pools of light and a storm started in the background with lightning flashing across the sky and acid rain pouring down hard the game's stunning visuals really make itself evident.
There's a lot of beauty to be found in diverse mechanics. The game's creator describes it as "a game that is based on a concept of scarcity" that refers to all the resources available in this initially barren world. You can find lava as you dig down. This produces steam that can then be transferred to pipes and used to power technology. There's a crafting feature however, unlike Minecraft (where items have to be found and built), the game basically just offers up a menu of what you can build with the various resources you've gathered.
The interface is beautiful and also it's possible to build whatever you want just using the cursor in the Mac version, and while the iOS version is still under development ("There's a few kinks with touch," Bytebin says) it will be able to "draw" your designs on the iPad's screen would be nice.
BWBF
The biggest issue with Deepworld isn't actually in the game itself, however: It's likely to be maintaining the servers. The game is divided into 1200x800 block "zones" and the developers hope to limit these zones to a limited number of players. They could also charge players to modify or save those zones. But, there's an opportunity to play a game of "improving each ecosystem" and it's easy to see how Bytebin could run into problems if it becomes wildly popular, in order to keep its servers running.
Bytebin understands the concern. The reason is that their background is in large servers running corporate software, so they have a good chance. However, we'll see how they do when the game goes open beta later this year. Alpha will begin "in just a few weeks" and there's a beta registration form for the game available now. Deepworld looks really fascinating and is one that we'll likely be proud to play on Mac and iOS.
Homepage: https://bwbf.net/
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