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Cult Engine 4 (internal codename: Menyr)

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Re: Cult Engine 4 (internal codename: Menyr)

Unread postby icycalm » 06 Sep 2023 17:53

Live Showcase Montage - September 23 Update
https://www.youtube.com/watch?v=XWceEjhGizg

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New footage has emerged from Cult Engine 4 as Cult Games Paris works hard to update the beta in preparation for lifting the NDA on content creators.

Don't miss the blizzard effect at 10:05. "It looks like you don't want to be there" is about right.

There's so much detail that snow gathers on tree trunks on the side on which the wind is blowing, but not the other side. The GM has a slider for wind direction, and it affects everything including the leaning of the trees. Even film directors don't have such fine control of their scenes, it's incredible. Just watch a couple minutes starting at 10:05 to see this stuff.

We've been expecting weather effects in TaleSpire for years now, and TS still doesn't have them, but we weren't expecting THIS level of fidelity. I don't know if there are any games at all with this level, maybe RDR2. But RDR2 is boring. That's the fundamental difference with GMRPGs: they aren't boring. They will give you RDR2 level aesthetics but Paizo-level adventures, settings, and mechanics.

Watch him place a campfire at 13:48. It's like you're playing Rust. In fact you can start cutting trees down and building if the GM allows it and if he has building rules. But the building won't take 2 minutes, unless the GM is dumb. It will take weeks and months and years, and you can show the passage of time by speeding time up.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Re: Cult Engine 4 (internal codename: Menyr)

Unread postby icycalm » 31 Mar 2024 01:52

Multiplayer is just around the corner!
https://www.kickstarter.com/projects/no ... ts/4017259

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Please note these environments are more detailed than Star Citizen's. To be sure, we aren't rendering entire planets (yet). But still. There is a point in the video below where he zooms out almost to orbit. In fact the language they use to describe how their engine builds the world sounds the same as that used by CIG to describe their planet tech tools.

Cult Games Paris wrote:New water system and generating believable maps

Remember how lakes looked in the first version of the Menyr beta? Well, here they are now, more realistic than ever! The water system aligns with our new generation engine, which uses erosion to detect where to place rivers of the right size, follow elevation realistically, and position lakes at various heights along the way. Speaking of our generation engine, you can now use Land Forms to create easy-to-use shapes, which will influence the engine to generate a map exactly to your needs. For now, generating a new map takes a bit of time because it uses your CPU to calculate (from 1 minute to a few hours, depending on how highly detailed you want the map to be), but we are working on a way to reduce it to only a few seconds by switching to GPU-based calculations. In the end, your players will only need to download your map to come play and won't have to go through the generation process.


Their video montage takes the cake.

Live Showcase Montage - March 24 Update
https://www.youtube.com/watch?v=LDI8zR5MrL8

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If you want to see the future of gaming, it's this video. It's not the tired garbage the journalists are peddling you. It's this 25-minute video. At the very least, if you aren't going to watch all of it, skip to 15:20 to see how it seamlessly moves from first-person to third-person to over-the-top to isometric depending on the scenario. And a few minutes later he's playing full-on Assassin's Creed and "Dark Souls" in real-time!

Seriously. Watch it.
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icycalm
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