Crea’s Vision Part 3 – Worlds

In my last two posts I have been covering our vision for Crea. The first was on Crea and the community. The second post I talked about gameplay in Crea. In this final part I will be sharing our vision for the worlds in Crea.

Worlds in Crea will be randomly generated. Worlds will be constructed out of many different “biomes,” which can be true biomes (such as a tundra) or constructed areas (such as the aforementioned casino). We want players to be able to have complete control over the world generation and are planning advanced options that will allow players to pick which biomes the world will consist of and their frequency.

World generation is just the beginning. We are working towards having Crea worlds be organic. Plants have complete freedom in how they can grow and spread. At first weather will be purely for looks, but eventually we want weather to actually affect the world – for example, a forest could get caught in a lightning storm and burn to the ground. (Dynamic weather will be a post-release feature.)

In addition to being organic, Crea worlds will be dynamic. Events will happen randomly or after certain conditions have been met. Such as new NPCs appearing, monster swarms attacking, and bosses emerging. Possible quests will come and go and can affect the world on a more permanent level.

The last thing I’ll mention is connecting worlds together. At the moment each world is self-contained. Eventually I would love to make it possible to connect worlds together making it possible for players to go between them. This could be used to make instanced dungeons or lots of small worlds that could act like zones (towns and dungeons) in standard RPGs.

I hope you enjoyed reading this series of posts. It feels good to get this all out. I should have done it sooner!

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