The details are a bit hazy even for me at this point, but the basics like cooperative map editing and Quake-y gameplay grew from there rather quickly, and it wasn’t long before we had a cozy community of Cubers hanging out in our Cube IRC channel by late 2001. So one day in 2001, Wouter shows me this tiny little engine/map editor he was working on, Cube, which itself was a successor to other little engines he had been working on before. Wouter was also, importantly, a big fan of Doom and QuakeWorld, but he was always underwhelmed by the mapping tools. Both of us were really interested in programming language design, and he being the grizzled programming languages veteran, I sent him an email one day asking about one of his designs, and we’ve been friends ever since. aardappel – and no, he’s not German, he’s Dutch) and I had known each other since about 2000. You may have to work with your pistol more, but that is part of the tradeoff.Īn additional motivation to not die, is that deaths are the most important component in reaching a good score on a level.To answer that, I need to start back at the Cube project itself, and even a bit before. Even though you are punished for dying, you are never stuck, since even if a group of monsters is very hard to overcome, they will be easier every time you try, since the dead ones stay dead (and the hurt ones stay hurt!). On the plus side, you will have all your health back (and you have kept any healthboost powerups!), and your starting supply of pistol ammo (see, the monsters are evil, but fair). When you respawn, the evil monsters will have stolen your armour, and most of your ammo (currently they take 2/3rds, unless you have 5 or less, in which case they don't take anything). Respawnpoints are entities placed by the level designers in various spots throughout the level, and the game remembers the last one you touched. You respawn, as if it were DM, at your last respawnpoint. Dead monsters stay dead, and alive ones just continue at their current location. The way it works that when you die, the world stays AS IS. This brings back the tension in gameplay, without the frustration. The major annoyance in other games comes from having to repeat the same thing, here, you can die, and still never have to repeat the same gameplay again, yet you still have strong motivation not to die. Instead of savegames, Cube 2: Sauerbraten employs a novel system based on respawnpoints (not to be confused with checkpoints, which are just an annoying version of savegames). Because of this, savegames will not be added to the game. The developers believe that the problem with savegames is that they take away any tension in gameplay since you play without fear because you can make frequent saves, and when you do have to reload, its just an annoyance (or frustration, if you forgot to save for a while because it was going so well). Here's the relevant quote, bolding is my own:Ĭlassic SP works differently from most FPS games that employ a savegame based system. In the game docs, it clearly states that this game does not have saves and that the developers will not add them. The single player in this game seems to take each map individually as a whole and does not maintain a state across maps aside from some of the scoring mechanics. They didn't implement a save and unless you're going to get on-board for modding this project, it won't likely have something like that.
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