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Lords of Uberdark is a 3D voxel-based mining and building game with smooth geometry and cartoon-style graphics.
Lords of Uberdark is a 3D voxel-based mining and building game with smooth geometry and cartoon-style graphics.
Lords of Uberdark is a 3D voxel-based mining and building game with smooth geometry and cartoon-style graphics.
1,547 backers pledged $22,853 to help bring this project to life.

Recent updates

Dorf Fashion Model

Hey again everybody,

Just wanted to share some of the 3D modeling work that's going on for the game -- so here's the basic Dorf model that Cody came up with.  The poor guy obviously needs a more Dorvenly beard and hairstyle, but think he's coming along pretty well quality-wise.

Also -- to address some of the comments -- right now we're only planning to put out a Windows version, but it'll probably run well under Wine for all you Linux and MacOS junkies.  For realsies.

It also looks like we're not going to make the $20,000 funding mark at this point, but that's okay.  Think we'll follow the Notchware approach and release an Alpha version August 10th, even if the Kickstarter stuff doesn't pan out -- the flood of email and comments has shown that there's a ton of interest in the project.

Anyway, hope you like!

  • Image 55023 original

Just Wanted to Say Thanks...

...for all the support and positive comments!  I finished up a bunch of the design artwork, and have been mucking around with the lighting and fluid flow algorithms.  Neither are perfect yet, but they're both looking a lot better -- will try to get another video out soon.  In the meantime, here's some of the dorf artwork...

Archer -- the armor, weapons, and faces will all be done as separate pieces (at least that's the idea right now).  Want to build in a system for easily spawning pre-made units though, so this is the sketch of what the pre-made Archer would look like...

Guardian -- always liked the idea of a guy who doesn't have a weapon, just a big honkin' shield that he totes around to defend the Archers...  Want to make the item/weapon system handle all sorts of materials -- Bronze being one of the more economical...

Mason -- want to have a way to reinforce walls to make 'em a little more permanent, and this'll be the guy to do it.  Planning to have distinct Civilian & Militia roles, where civilians do whatever they want (in line with some high level production orders), and where militia are under direct command.

Lumberjack -- not sure if trees will be voxel or objects yet, but either way, somebody's gonna have to chop 'em down...

Mechanic -- another civilian type for tinkering with trap nechamisms and the like.

Blacksmith -- the dorf responsible for hammering out axes and other kinds of pointy, sharp nastiness.

Sailor -- for steering the ships (or airships if we get that far)

Anyway -- again, thanks for all the support and great feedback.  Another thing I was debating recently was how gory to make all this...  Egoboo had a good amount of splattering, but SoulFu just had little strike particles -- anyone care to comment?

Thanks,

-Aaron