What is Mossdome: Chambers of Myth?


What is Mossdome: The Chambers of Myth?

Mossdome is a top down, 2D, small-scale indie game project, where the player explores a randomly generated world, fights monsters, discovers structures, and, most importantly, can build whatever they want out of tiles, as well as create items like tools and weapons. In general, the player can do basically whatever they want. While the game is still in early stages, I am actively developing the game in the GDevelop engine. Currently, you can download the game from the Download Hub and play it. Read up on my posts for the most recent developer information!

Important Post

Game's Dead

History

The History of Mossdome

Mossdome started out as a project that just randomly came to mind. I opened CopperCube, a 3D engine in which the original versions of Mossdome were developed on, and created a small concept game. While the concept project barely worked and was not intended to be a serious project, the original game concept was there. The player must defend themselves from a goblin tribe by using a washing machine as a shield. Strange, I know! but this evolved to the concept of constructing player made forts, to add actual gameplay to the game. I began to create various textures and concepts, as I was now dedicated to creating this project.I then created the original, serious version of the game. It had completely physical blocks, that would be stacked like bricks. While this was a good beginning concept for the game's main idea, it needed actual substance such as more block types, the ability to place tiles at the player's position instead of at a specified platform, as well as adding survival type features. Many versions later, I had added pre-defined mountains and forests, Many more block types, and the ability to create goblins. Despite this great progress, I began to feel unmotivated to continue developing the game as is, because I felt it was cheaply made and archaic. This caused the first time I stopped development of the game and took a break. After the long break, and was longing to continue developing Mossdome, I got back on CopperCube and began to make more advanced and well made features. I added a movable cursor, that the player could control to place blocks easier. I also began to experiment with destructible terrain and procedural generation of trees and ores. During this period, I also changed the game's textures to higher quality ones. All these features made for a great game, until the limitations of the engine were reached. The game was incredibly laggy and almost unplayable in some cases. After many attempts and forum posts later, I decided to abandon the CopperCube engine for good. This then marks the beginning of the second and final break from Mossdome. During this time, I experimented in creating applications and games in Scratch, such as procedural continent and planet generators (alot of those), as well as the most notable project from my Scratch days. It was a tile based, top down world building game, which in fact was almost identical to modern day Mossdome. It had a retro feel and simplistic graphics. In fact, many of the textures from Mossdome carried over from this game. It was called The Chambers of Myth. After the creation of this game, I thought how well The Chamber of Myth's game mechanics would work with a top down version of Mossdome. After this great inspiration, I set out to find the perfect engine for the job. After researching many engines like Construct and Stencyl, I decided I could not afford to purchase a membership or deal with limited events or code. This is when I found GDevelop. This engine, with no limitations to the creation of games, was the one I decided apon. With a new powerful engine to base Mossdome off of, I set out to work and began testing. I decided that a new Mossdome needed a new name. So, the game then became Mossdome: Chambers of Myth. After importing assets from The Chambers of Myth, I created a functioning, open world game with the ability to place and destroy tiles. This basically brings us up to the present, or if this is the future and I haven't updated this in a while, the beginning of this game's development! Thank you for reading this long and probably annoying history page. I hope you play and enjoy my game!

 

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