When it comes to looking for new gaming ideas, there's no denying Eskil Steenberg's procedurally-generated art-house MMO, Love stands out. Now in beta, Eskil has been working hard at improving the game since the last time we looked at it. Today, we have a gorgeous One Shots from the beta to share with you. This came in with a report in from the front lines, courtesy of GamingLove's iamacyborg, who writes:
This is a screenshot of a player settlement in Eskil Steenberg's game, Love, on the UK1 server. We had the base set up on top of a few pillars, over a lake, with a force-field (that pink ball) protecting the important tokens. Here's a video someone took of the settlement a little while after the screenshot was taken, once we'd set up a perimeter defence with some blaster turrets.
Are you playing something we haven't seen before - or only see rarely? If so, why not take a moment and send some screenshots in? Just mail them to us at oneshots AT massively DOT com along with your name, the name of the game, and a quick description. We'll post it out here and give you the credit.
Reader Comments (8)
Posted: Feb 1st 2010 3:30PM Loki1 said
Informations needed.
I played Alpha. I hated it deeply. Building and managing the base is so much fun. But running randomly and hopping thru bushes to capture and collect the mushrooms while bashing the koopas was SO MUCH lame i wanted to kill myself.
Did they eliminate the boredom of collecting all the crap? Is the game now only about what's fun, building a base and managing the defenses, and maybe handling relations with other players' bases, diplomacy/politics, maybe trading and overall economy?
Reply
I played Alpha. I hated it deeply. Building and managing the base is so much fun. But running randomly and hopping thru bushes to capture and collect the mushrooms while bashing the koopas was SO MUCH lame i wanted to kill myself.
Did they eliminate the boredom of collecting all the crap? Is the game now only about what's fun, building a base and managing the defenses, and maybe handling relations with other players' bases, diplomacy/politics, maybe trading and overall economy?
Posted: Feb 2nd 2010 5:38AM (Unverified) said
Since the alpha a few things have changed, namely the way tokens are collected.
As it is now, only a few tokens can be found in the wild, a lot of the more important ones (better weapons, better infrastructure) have to be found in specific AI bases, of which there are 5 types, each with distinct architecture.
Trading and economy don't have a place in Love, it's just not that type of game.
Reply
As it is now, only a few tokens can be found in the wild, a lot of the more important ones (better weapons, better infrastructure) have to be found in specific AI bases, of which there are 5 types, each with distinct architecture.
Trading and economy don't have a place in Love, it's just not that type of game.
Posted: Feb 1st 2010 6:50PM karnisov said
ok after trying it, needs some more work before i look at it again. the visual static fog is annoying and there is no option to turn it off. the landscape is so fractured that something simple like moving from point A to B is a chore. i suppose that is to encourage the use of cable runs, but if you're a new player figuring out how to manipulate those is another big challenge. the manual refers to a "display tool" you use to manipulate objects in the world. damned if i could figure out how exactly that is supposed to work. i couldn't be sure that i even had that tool as the text was half off the screen and no way to bring it inside the window.
Reply
Posted: Feb 1st 2010 8:59PM Loki1 said
The config tool is the one you're referring to... i had problems understanding what exactly it is as well.
Sadly it's not a thing you have by default. It's one of the damn mushrooms "tokens" you're supposed to collect, then plant in the base, then you can grab it by assigning it an inventory slot(1, 2, 3, 4). It's a an unhappy design decision IMO, because the config tool is too important to not have at once. The point is when you make the base, you need A LOT of things to be able to defend it(including obviousl the config tool). And you need them at once or the NPC's will bash it. Needless to say there's not enuff time to collect ALL the tokens you need... and it's an incredibly boring process of pointless running thruout the place that i have no idea what Eskil was thinking when he thought this was fun. I was wondering if he made it more interesting, or just less dumb. To top it all, NPC's are super aggressive, they destroy the most harmless under-construction base, they got über weapons, they can shoot things they don't clearly see in their line of sight, but they calculate trajectories perfectly for grenades, and sometimes they have no-clip on. Eskil gave us cheating NPC's.
Please update me, did he fix all this?
Reply
Sadly it's not a thing you have by default. It's one of the damn mushrooms "tokens" you're supposed to collect, then plant in the base, then you can grab it by assigning it an inventory slot(1, 2, 3, 4). It's a an unhappy design decision IMO, because the config tool is too important to not have at once. The point is when you make the base, you need A LOT of things to be able to defend it(including obviousl the config tool). And you need them at once or the NPC's will bash it. Needless to say there's not enuff time to collect ALL the tokens you need... and it's an incredibly boring process of pointless running thruout the place that i have no idea what Eskil was thinking when he thought this was fun. I was wondering if he made it more interesting, or just less dumb. To top it all, NPC's are super aggressive, they destroy the most harmless under-construction base, they got über weapons, they can shoot things they don't clearly see in their line of sight, but they calculate trajectories perfectly for grenades, and sometimes they have no-clip on. Eskil gave us cheating NPC's.
Please update me, did he fix all this?
Posted: Feb 2nd 2010 10:48AM (Unverified) said
Config tools are relatively easy to find, you usually find one before you find anything that actually needs configurating, it's a grey token, so you don't need to raid an AI base to find it, unlike the other, power requiring tokens.
The AI are far less agressive now, so a base won't go down in seconds once it's undefended, and the AI use artillery a lot less.
The NPC's are easy to fight, which is why Eskil gave them a few native advantages, ie they can shoot through trees.
Reply
The AI are far less agressive now, so a base won't go down in seconds once it's undefended, and the AI use artillery a lot less.
The NPC's are easy to fight, which is why Eskil gave them a few native advantages, ie they can shoot through trees.
Posted: Feb 2nd 2010 11:37AM (Unverified) said
I played this at the beginning of early Beta. There's a great idea under the surface here, but it's going to take a lot more effort to get it working.
The art style is one concern: the numerous filters make it very difficult to see what you're doing. Sometimes you get a lovely shot like the above, morning sun glimmering off an ice cap, light filtering through the trees, or a lake that shimmers with a sliver of light from a sunset through a gap in the mountains... but those are rare and far between, mostly due to the randomly generated terrain. Ultimately, the filters need to be cut down so players can see what they're doing and who they're shooting at.
The rest of the game is a RTS in a persistent world. There's a base management aspect, and a resource collection aspect, and they're both initially fun. The excitement wears a little thin if you get in a world with a lot of rocky terrain, leaving you to jump between rocks that may or may not get you to the top of that cliff, or you fall in a lake and learn there's no beach from which you can climb back out (Another problem with procedural generation). There don't tend to be many landmarks as you explore, so it gets really easy to lose track of where you're going. As a result, explorers tend to get lost and see a lot of the same areas over and over, especially if it involves climbing an annoying cliff to get out of a secluded area.
There's also no real end-game condition in sight. Once you've collected all the tokens and built the base, you can't really 'beat' the AI or otherwise 'win'. You just wait until the base is sufficiently damaged to need more tokens and start over.
There's a great game concept here, but it's not there yet. Eskil needs to move past the procedural elements, and make the next goal the creation of game elements that give the players achievable goals to complete.
-SirNiko
Reply
The art style is one concern: the numerous filters make it very difficult to see what you're doing. Sometimes you get a lovely shot like the above, morning sun glimmering off an ice cap, light filtering through the trees, or a lake that shimmers with a sliver of light from a sunset through a gap in the mountains... but those are rare and far between, mostly due to the randomly generated terrain. Ultimately, the filters need to be cut down so players can see what they're doing and who they're shooting at.
The rest of the game is a RTS in a persistent world. There's a base management aspect, and a resource collection aspect, and they're both initially fun. The excitement wears a little thin if you get in a world with a lot of rocky terrain, leaving you to jump between rocks that may or may not get you to the top of that cliff, or you fall in a lake and learn there's no beach from which you can climb back out (Another problem with procedural generation). There don't tend to be many landmarks as you explore, so it gets really easy to lose track of where you're going. As a result, explorers tend to get lost and see a lot of the same areas over and over, especially if it involves climbing an annoying cliff to get out of a secluded area.
There's also no real end-game condition in sight. Once you've collected all the tokens and built the base, you can't really 'beat' the AI or otherwise 'win'. You just wait until the base is sufficiently damaged to need more tokens and start over.
There's a great game concept here, but it's not there yet. Eskil needs to move past the procedural elements, and make the next goal the creation of game elements that give the players achievable goals to complete.
-SirNiko
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