![]() ![]() Now, instead of trying to decide what tasks go to which projects, I just add tags. This allows me to add more than one tag to a task. Later, when I want to figure out what tasks I have to do related to my family, I click on that label. Similarly, if I want to see everything I have to write, I click on the writing label and so on. This approach allows me to sort in a different way and one that makes more sense to me. It helps me spend more time working on tasks than organizing them. It also gives me a better picture of what I need to do at home, at work, at my computer, and so on. Then, I can do them all while I’m there instead of running from task to task and going back to the same places over and over.įor those occasional new, short-term projects, I still create a project and task dump into it. Since in my mind I can’t recall those tasks as quickly by labels, this seems to work better. It also helps me break down something unfamiliar into bite sized pieces.įor some, this doesn’t really work. ![]() For some, you can’t really see the shift. This has really ramped up my productivity since I began the practice.įor those of you that are like me with a bunch of different ideas and lists and projects, you can see how this is valuable. We'll cover some of the frequently-asked Cube World questions herein, like possible races and classes, the world's generation, and city building and generation.Ĭube World's major advancements since the initial videos can be summed up in a few major sections: Persistent mechanical interactions, environments, and progressive mechanical interactions (character-driven, rather than ever-present elements). A Brief Overview of the Game and its EngineĬube World is an infinitely-generating world with virtually limitless horizontal and vertical bounds caves go hundreds of cubes deep, mountains go equally high, and the land will perpetually generate as you continue to explore. Wollay hopes to include boats and ships for sea travel, which will unlock potential for numerous continents and islands, all waiting to be explored. The objective in Cube World is pretty straight-forward: Explore, adventure, and have fun. Everything is customizable to a degree that it is satisfying, but confined within enough boundaries where each modifiable element doesn't take priority in gameplay. Building is an example of this: We're given a few tools for basic structures, like prefab walls and elements, but won't have the freedom that is present in other, more building-focused games. The same goes for character stats (dexterity, strength, et al.), which will be automatically incremented based upon class and subclass choices, but not individually customizable. All of this helps ensure focus is kept on adventure and exploration. Take Zelda and mash it up with generic MMORPGs, Diablo, and Minecraft - you're left with the best elements from each, hopefully, all contributing to Cube World's creation. It's built around infinite everything - Wollay has stated that there is technically no vertical or horizontal limit to the game's expansion, noting that he has been in caves that are "200 cubes deep." Other Major Updates I've included a transcript of the video below, which focuses on all of the major updates to the game. ![]() Below the transcript, you'll find some of our thoughts and concerns as they pertain to Cube World. Hey everyone, this is Steve from ! Today we are talking about Cube World, an action-RPG, voxel-based game that is inspired by the likes of Zelda, Diablo, and fantasy MMORPGs. We first covered Cube World in Saturday Heat Signature, where we explored the basics and discussed rumors. This video will cover everything major that we know so far, broken into sections of gameplay mechanics, combat mechanics, and general concepts. ![]()
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