Welcome back to the Conversation! Today I am pleased to be talking to Michel from Cubical Drift who is here to talk to us today about Planets³. Thank you for joining us today Michel.
Hi, I am pleased to be here, thank you for your invitation. I will present myself: I am 32 years old and I am the Planets³ project director. Last year when I saw the potential of our project I quit my job to focus only on Planets³.
Ever since a certain mining and crafting game showed up any time a game shows up with cube style graphics people immediately make a comparison, so how does Planets³ differ from other cube games?
First by it’s art. With our 25cm square blocs and their different shapes, it’s really something else.
Secondly Planets³ is a RPG. There is a story, quests, dungeons … Some characters will accompany you along your adventure, helping you to progress.
And third : Space !
How hard is it to create a storyline in a world that can be changed so dramatically? Does that ease in changing the landscape play into the story at all, say in a Hercules and the stables kind of way?
Planets³ is all about bringing a story over a voxel world. So yes there will be some “awkward” situations, it will be our job to avoid or resolve them.
Lot of story elements will be “placed” manually in all the landscape and caverns.
Will it be possible to simple build a tower into the sky or will buildings have more stresses than just gravity to deal with? Will space elevators be an alternative form of getting into orbit or even traveling between planets on a “bridge?”
There will be some altitude constraints for construction. But “space” elevators should be something possible. It’s a little too early to talk about that in fact, but I would love that this will possible.