Working on voxel-by-voxel customization for weapons, armor and jewelry! You can now even remove voxels from the original model and pick colors.
Glow-in-the-dark spirit cubes are back, too! ✨
#cubeworld#cubeworldomega
Working a lot on dungeons. Here I'm testing patrols: enemy groups that move between locations to make dungeons more challenging.
Multiple floors, gates, boss encounters are working, too! ⚙️ #cubeworld#cubeworldomega
Fog of war: At first, only a corner of the castle is visible on the map. As you approach and explore the area, the full structure is revealed. Same for villages and other locations. This is giving you visible destinations while preserving the surprise of discovery. #cubeworld
Working on warrior skill trees, though technically, they're DAGs. In the new skill system, some paths will be mutually exclusive, forcing you to commit to a direction like offense or defense, while others can be developed in parallel. #cubeworld#cubeworldomega
Fresh Cube World Omega screenshots! All classes are fully functional now, including some new skills! Next working on skill trees. #cubeworld#cubeworldomega
Finally added pet taming and pet leveling again in Cube World Omega. Bonus: Pets in the inventory got their head as preview sprite instead of a generic cage! 🐶 #cubeworld#cubeworldomega
Working on skill leveling and per-skill skill-trees! Here are some screenshots of the skill widget so far, as well as a nice sunset. 🌄 #cubeworld#cubeworldomega
A quick look at the new crafting UI, tooltips, and inventory in Cube World Omega. Working on actual craft stations and shops next! #cubeworld#cubeworldomega
As mentioned in a previous post, NPCs can travel across large distances (several kilometers). I implemented this in my new multiplayer system. All NPC's are controlled by a server. In this test, they all gather at one point and dance when they reach it. #cubeworld#omega