Worlds Adrift

Platform(s): PC
Genre: Action/Adventure
Developer: Bossa Studios
Release Date: 2017

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Worlds Adrift' - New Screens & Trailer

by Rainier on Sept. 21, 2015 @ 7:37 p.m. PDT

Worlds Adrift is an unscripted, sandbox game with real-time physics, set in a world that is permanently changed by players’ actions.

You and your ragtag band wander from island to island on your cobbled-together airship, scouring for lost technology and scavenging for resources. You are constantly trying to improve your ship, keep it fueled, and keep it repaired. Sky predators, storms, and other travelling bands—all of which could be a threat to your ship—will dominate your thoughts. But in the back of your mind, you still ask yourself questions: How did your world become this way? What calamity, a thousand years ago, could have shattered the world into a thousand pieces? Deep down you know that the world was not always this way, and your questions are what drive you onward and upward, towards the endless skyline.

First, Worlds Adrift is set in a persistent, shared multiplayer environment. That means anyone who plays the game will be in the same enormous world. (Due to the increased importance of low latency in a game with physics, however, the current plan is to have separate servers for different geographic regions—we can’t overcome the speed of light, I’m afraid).


Secondly, the world will live and breathe. Worlds Adrift will not be an MMORPG as we know them. There are no quest hubs and no NPCs standing around forever, waiting to give you tasks. There are no low-level zones and high-level zones, because there will be no levels. There are no static, choreographed environments and events that replay for every new player.

Instead, there will be creatures that eat and live and die, and trees that grow, and ruins that hold secrets, and wreckage that rusts and rots, all inside a world that doesn’t revolve around you, but that can be permanently affected by your actions. You are a part of the world, and it’s up to you to decide which part that is, and how it relates to all the other parts.

Lastly, the world will behave according to believable physics. Ships are constructed of pieces — each of which can be snapped off if there’s a strong enough impact. Much of the world will also behave like this: creatures, wreckage, loose objects on the ground. And of course there will be plenty of rope physics involved in player movement.

You may be wondering how we can have everybody on the East coast of the U.S., for example, on one server—won’t it be overcrowded? The short answer is no, because the world will grow to accommodate new players. I’ll let Tom cover the details in next week’s blog post, but the gist is our environments will be mostly procedurally generated. All of the islands you see in this week’s video were generated procedurally, for example, before undergoing a level design pass. We’ll be iterating on our procgen algorithm continually, so the environments will be more detailed, more believable, and more exciting to explore as we make progress.

 



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