What is fortresscraft




















The key aim of the new version is to add more flexibility and variety to the player's palette. It's not about challenges, it's not about making things difficult for the player,or requiring them to be particularly agile, it's just a box of Lego that you can play with forever. Players can automatically create spheres, blocks and cylinders up to an metres in size "I'm aiming for larger," says Sawkins, "but the sheer volume of data becomes crazy!

Those can be in any material, and either hollow or solid. He shows me how quick it is to generate a huge half-sphere that looms over the landscape like some alien bio-dome.

You can do it in ten seconds here. It's about empowering the players, not getting in their way. A lot of the Minecraft worlds you've seen have taken thousands of hours; I don't think that's fair - especially when a lot of it is grunt work. This is about allowing people who only have a few hours each evening to do something incredible.

It's possible to flip, rotate and scale the object, like a Photoshop image, or save it as a Schematic, which can then be used in subsequent worlds, or shared online with other players. These Schematics, as well as any of the randomly generated objects in the game world, including archways, towers and trees, can all be re-skinned en masse. People can create unique worlds without plowing in a million hours to generate it all by hand.

Naturally, there has been a visual overhaul too. We have hundreds of textures, everything is high resolution, we also have smaller blocks so you can build nice smooth slopes; you can build tables and chairs out of your own sub-objects, and best of all, these can be shared online in a Detail Block store. The players can also control the weather to a substantial degree - we're using an amazing plugin off of the Unity Asset Store called UniStorm.

There is also the question of scale. According to Sawkins, the worlds in the Unity version of FortressCraft will be light years in all directions. It sort of sounds preposterous - the stuff of programming fantasy. I ask how this is possible. I nod knowledgeably. At least the game's fans can understand the potential this offers. The plan is to allow massive online community worlds where each player will be given their own patch of land to do with what they please - but they'll also be able to visit all the others.

Sawkins is currently talking to hosting companies about building a server network big enough for all of this. In the meantime, players will be able to set up their own servers for more modest co-operative projects. Unsurprisingly, the game is also set to support Oculus Rift, allowing modellers to make immersive visits to their worlds. It will be fascinating to see FortressCraft competing directly against Minecraft on a whole new platform. Whatever you think about the game's status - as a clone or a variant on the construction game blueprint - it is a worthy opponent for Mojang.

And this battle is unlikely to end on PC: one of the strengths of Unity is its cross-platform functionality and next-gen console versions of FortressCraft are likely. Sawkins is apparently talking to Sony right now — perhaps his game could become the PlayStation answer to Xbox One's forthcoming Minecraft update. Is Sawkins ready for the next wave of fan rage? Oddly enough, they're almost always commenting on old YouTube videos; I quietly - and occasionally loudly - despair at anyone who says, 'this is stealing Notch's copyright and should be banned!

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