RimWorld

RimWorld

I am making 3D RimWorld, please feel free to discuss!
(I hope they allowed me to put the conversation here, delete if not)

I really love RimWorld (still playing), so i decided to make a 3D version of Rimworld, with the features we love most;

By far i am still developing the foundational gameplay like character's work, event, factions, items, trade etc.

Lets make no confusions here, this project is inspired by both RimWorld and Tynan's book 《Designing Games》, i would say that it is a mush-read book if you want to make game.


The project is at the quite early stage, i am developing on myself, coding for like 6 hours a day!

Also I havent decided the name yet, just calling it 3D rimwrold at the moment, it is not an official name.

I will be actively looking at this conversation, anyone who wants to share anything about it, you are welcome!
Last edited by Archer; Feb 26 @ 1:48am
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Showing 1-15 of 27 comments
But the real important question is: will there be hats? :csd2smile:
Archer Feb 24 @ 7:58am 
Originally posted by WinterSorrow:
But the real important question is: will there be hats? :csd2smile:
Humm, i guess so, you could switch anything over the head! as long as it is wearable i think
Zes Feb 24 @ 10:30am 
succesful projects dont start like that. a simple product first, then the talking.
Originally posted by Archer:
Originally posted by WinterSorrow:
But the real important question is: will there be hats? :csd2smile:
Humm, i guess so, you could switch anything over the head! as long as it is wearable i think

Think you missed some context... will there be human skin hats??
Originally posted by BlackSmokeDMax:
Originally posted by Archer:
Humm, i guess so, you could switch anything over the head! as long as it is wearable i think

Think you missed some context... will there be human skin hats??
Yes, thank you very much for clearing this up a bit, Captain. :csd2smile:
Joe Feb 24 @ 11:13am 
I don't know about others, but the biggest pull Rimworld has for me is the amount of mods available for it. It allows me to play around in Rimworld with different themes everytime. Medieval, sci-fi, cowboy vs mecha, war crime simulator, farming simulator, hotel management, etc.

There are other games that already replicate Rimworld but decided to stick to a specific theme, but with mods, you can already do what they do in Rimworld so I see very little reason to play them. Your biggest pull here at the moment is the fact that you're making it a 3D version of Rimworld plus a lot more features. Reminds me of Kenshi actually. Not really close since yours sound a bit more ambitious than Kenshi's current state.
"Realistic style" is a red flag for me, since a lot of the potential of Rimworld comes from the ambiguity of the simple stylization, but there's not enough detail here for me to judge the project.
Joe Feb 24 @ 11:49am 
Originally posted by whatamidoing:
"Realistic style" is a red flag for me, since a lot of the potential of Rimworld comes from the ambiguity of the simple stylization, but there's not enough detail here for me to judge the project.
Reminds me of what happened to Darkest Dungeon 2. I mean, the game's decent from what I know, but when they switched to a Live2d styled character artwork, it kinda killed any opportunity for early modded classes to be put in the game that made the replayability of Darkest Dungeon 1 since I think it became a lot harder to create new class mods.
Archer Feb 24 @ 12:50pm 
Originally posted by Zes:
succesful projects dont start like that. a simple product first, then the talking.
I agree with it, i actually following what Tynan was doing when developing Rimworld at the early stage, his didnt pull all of them all at once, but module by module, that is what i am doing, lay on a foundation then build things upon that. I guess the advantage here is: i dont design much of the feature since Rimworld is awesome enough, it offers me a clear goal to pursuit. Well still long way to go, that is for true.
Archer Feb 24 @ 12:51pm 
Originally posted by WinterSorrow:
Originally posted by BlackSmokeDMax:

Think you missed some context... will there be human skin hats??
Yes, thank you very much for clearing this up a bit, Captain. :csd2smile:
hahah, I got you! and Yes, I promised that! ppl or others will drop what they made of :)
Archer Feb 24 @ 1:00pm 
Originally posted by Joe:
I don't know about others, but the biggest pull Rimworld has for me is the amount of mods available for it. It allows me to play around in Rimworld with different themes everytime. Medieval, sci-fi, cowboy vs mecha, war crime simulator, farming simulator, hotel management, etc.

There are other games that already replicate Rimworld but decided to stick to a specific theme, but with mods, you can already do what they do in Rimworld so I see very little reason to play them. Your biggest pull here at the moment is the fact that you're making it a 3D version of Rimworld plus a lot more features. Reminds me of Kenshi actually. Not really close since yours sound a bit more ambitious than Kenshi's current state.
I am a big fan of kenshi Thanks for mentioning it! To make the features more clear, the features that i am developing are what Rimworld has offered (it will be less content at the beginning definitely), the only parts that are a bit new is a more animation and visual effect involved combat (like the animated combat mod in Rimworld), and a player controlled character which works exactly like all the other characters, but when you are controlling it, you get option to do it in Third or First person with WASD control and mouses for attack, keyboard for use of item. The character control works exactly like in Rimworld, only with this exception.

Althought, I didnt limited on the style of the game, like in Rimworld you start with the primitive tech, then Medieval, then industrial, then High-tech. And factions in the world would have different progression on the tech level (like some kingdom in Medieval, while other Federation in Industrial) which decides the weapon they use, the good they have, what they want in trade, they opinions on your faction.

I am trying to make the creation of objects in the game being as simple as possible, currently, this is how i make an object: 1. Get model, 2. Attach the functional scripts (like crafting or storage or furniture or item etc) to the object, 3. Decide how i want it to come out, (like is it unlocked through research or defeating certain object or trading), then put it into the corresponding file, basically it is object loading orientated, i found it quite clear to use, but take a bit of time to load since some model a lone can be huge.
Last edited by Archer; Feb 24 @ 1:20pm
Archer Feb 24 @ 1:02pm 
Originally posted by whatamidoing:
"Realistic style" is a red flag for me, since a lot of the potential of Rimworld comes from the ambiguity of the simple stylization, but there's not enough detail here for me to judge the project.
I totally agree with you on the ambiguity part! Just image how to bring organ harvesting feature out......I am thinking to Pixelate the "Unpleasant" content like what PalWorld did when you butch your pal....
Archer Feb 24 @ 1:26pm 
Originally posted by Joe:
Originally posted by whatamidoing:
"Realistic style" is a red flag for me, since a lot of the potential of Rimworld comes from the ambiguity of the simple stylization, but there's not enough detail here for me to judge the project.
Reminds me of what happened to Darkest Dungeon 2. I mean, the game's decent from what I know, but when they switched to a Live2d styled character artwork, it kinda killed any opportunity for early modded classes to be put in the game that made the replayability of Darkest Dungeon 1 since I think it became a lot harder to create new class mods.
I would rather this 3D rimworld project being simple and easy for anyone to participate than making it a personal ambitious project of my own. Thus i am making the process of adding anything to be as simple as possible :)
Originally posted by Archer:
Originally posted by Joe:
Reminds me of what happened to Darkest Dungeon 2. I mean, the game's decent from what I know, but when they switched to a Live2d styled character artwork, it kinda killed any opportunity for early modded classes to be put in the game that made the replayability of Darkest Dungeon 1 since I think it became a lot harder to create new class mods.
I would rather this 3D rimworld project being simple and easy for anyone to participate than making it a personal ambitious project of my own. Thus i am making the process of adding anything to be as simple as possible :)
So, you want people to develop it for you for free while you reap the rewards/profits, gotcha. :csd2smile:
Archer Feb 25 @ 12:11am 
Originally posted by WinterSorrow:
Originally posted by Archer:
I would rather this 3D rimworld project being simple and easy for anyone to participate than making it a personal ambitious project of my own. Thus i am making the process of adding anything to be as simple as possible :)
So, you want people to develop it for you for free while you reap the rewards/profits, gotcha. :csd2smile:
haha, i think it is not going to work out that way(tried from my previous project), only when a base game is fun enough, people will want to add their own thoughts upon it, at least it is what i think about this project. i will bring out the 3D version of rimworld in the best way i could, at the mean time making it simple and easy for anyone to adding mod afterward.
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Date Posted: Feb 24 @ 7:52am
Posts: 27