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About NEWorld Development

Why did I start creating NEWorld?  So that I can finally play the game I've always dreamed of playing, share that with others, and express my artistic mathematical vision with code, shaders, and artwork that I enjoy creating every day, developing something I enjoy and am proud of.

Currently, NEWorld's code is developed from scratch, entirely by me, using Unity with C#.  Most of the game is dynamically generated from clever math and noise patterns, governing biomes, flora, mountains, hills, water, creatures, etc., while menus are custom-made, some 3D models are generated with logic patterns, math, and shaders, other 3D models are currently sourced, and then usually edited, from free libraries like TurboSquid, the sky is built with custom shaders and some 3D objects, water is rendered with custom shaders, particle effects are built using Unity particle editors, the audio system is custom made, some audio-clips are custom made while others are first sourced from FreeSound.org and then edited, and there are a lot of custom textures.  *The goal for all materials is to become completely in-house or purchased for high-quality art & FX. 

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The focus of the game is on exploration, base-building / decorating, survival, and character progression, with a light element on story, allowing the player to mainly focus on exploring the vast worlds, creatures, and environments, and interacting with a very dynamic and destructible world.  There is a hint of tower defense as well, with varying levels of hostile attacks based on procedural location-based elements.

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The main features planned for larger amounts of effort and focus include voxelization - think Minecraft but much smaller and smoother blocks coupled with 3D models and placeable effects, infinite worlds (with a complex variety of possible combinations,  producing wildly different randomly generated worlds to explore and experience), character progression and hyper-abilities to enjoy (like jetpacks and lassos, optical abilities like night and thermal vision, etc.), fun tools and weapons to play with, full base-building features, vehicles, weather and environment, mood and ambiance, places for tranquility and relaxation, and visually appealing, hopefully sometimes stunning, vistas and environments.

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