Published Jan 26th, 1/26/24 5:43 pm
- 477 views, 0 today
- 7
- 3
34
Salvete, all!
It’s been a long wait but we are excited to share some insight into the mission and development process of RomeCraft II! The RomeCraft Development Team has been proudly working on updates for over 6 months now, each month making bounds in progress in terms of the quality of textures, models, mobs, and more that is planned for our server. Some of the planned features (both finished and incomplete) will be laid out below, but first I'd like to share why we think this server is special.
Created in 2011 by Stugace (with the help of others), RomeCraft as a texture pack grew to heights never expected. With a roleplay community that has matured over 10 years, this Roman themed texture pack has inspired the work of many artists on Planetminecraft. Today, many of us are busy with college or pursuing our passions elsewhere, but thanks to the unwavering dedication of its members RomeCraft II has managed to rekindle the flames and is excited to introduce a new antiquity RP server that has learned from the mistakes of the past and is eager to create exciting & immersive experiences for you all!
Individuals such as MalikKaastrup, FatherSamuel, and many names have all been instrumental to the continuation of the RomeCraft community in some form; but a lot of the more recent servers forgot the main principles behind Minecraft – people want to build, roleplay, and fight. Players want to build great works, cities and homely villages while creating a story that makes sense to them. Minecraft is very much built on imagination, and unfortunately with the newer servers, much of that was stifled with things only being trusted to select individuals who could prove their worth. With RomeCraft II, the goal is to provide an almost entirely blank canvas for players to build new civilizations and encouraging them to feel engaged with the world around them.
One of the key aspects we wanted to introduce is filling the world with content: quests, NPCs, items – creating a more MMORPG experience rather than simply the roleplay experience of past servers. We noted that the gameplay loop in the past had a lot of things that could (and did) go wrong, so for this reason the launch date has been set in May giving the staff plenty of time to finish preparing the server for launch!
This is our sort of 'brief overview' for how we've envisioned the launch of RomeCraft II. Over the coming months and in our Discord, we'll be giving sneak peeks and Dev Blogs into the new textures, cultures, and mobs underway! We're always on the lookout for new contributors to the project! If you have experience in or want to learn how to texture, model, or build, contact us! If you want to join our community, you can find us here:
It’s been a long wait but we are excited to share some insight into the mission and development process of RomeCraft II! The RomeCraft Development Team has been proudly working on updates for over 6 months now, each month making bounds in progress in terms of the quality of textures, models, mobs, and more that is planned for our server. Some of the planned features (both finished and incomplete) will be laid out below, but first I'd like to share why we think this server is special.
Created in 2011 by Stugace (with the help of others), RomeCraft as a texture pack grew to heights never expected. With a roleplay community that has matured over 10 years, this Roman themed texture pack has inspired the work of many artists on Planetminecraft. Today, many of us are busy with college or pursuing our passions elsewhere, but thanks to the unwavering dedication of its members RomeCraft II has managed to rekindle the flames and is excited to introduce a new antiquity RP server that has learned from the mistakes of the past and is eager to create exciting & immersive experiences for you all!
Individuals such as MalikKaastrup, FatherSamuel, and many names have all been instrumental to the continuation of the RomeCraft community in some form; but a lot of the more recent servers forgot the main principles behind Minecraft – people want to build, roleplay, and fight. Players want to build great works, cities and homely villages while creating a story that makes sense to them. Minecraft is very much built on imagination, and unfortunately with the newer servers, much of that was stifled with things only being trusted to select individuals who could prove their worth. With RomeCraft II, the goal is to provide an almost entirely blank canvas for players to build new civilizations and encouraging them to feel engaged with the world around them.
Likewise, we want to encourage historical authenticity, rather than absolute accuracy. It’s important to provide the feeling of an authentic history that has grounds in plausibility rather than being entirely rigid in an accurate history. Why we’ve opted to go for an alternate history is to allow people the freedom of building civilizations that otherwise wouldn't fit the setting of the time. We’ve worked (and are working) to provide as much content as possible for the many cultures of ancient Anatolia.
One of the key aspects we wanted to introduce is filling the world with content: quests, NPCs, items – creating a more MMORPG experience rather than simply the roleplay experience of past servers. We noted that the gameplay loop in the past had a lot of things that could (and did) go wrong, so for this reason the launch date has been set in May giving the staff plenty of time to finish preparing the server for launch!
This is our sort of 'brief overview' for how we've envisioned the launch of RomeCraft II. Over the coming months and in our Discord, we'll be giving sneak peeks and Dev Blogs into the new textures, cultures, and mobs underway! We're always on the lookout for new contributors to the project! If you have experience in or want to learn how to texture, model, or build, contact us! If you want to join our community, you can find us here:
Discord Server:
Social Media:
Tags |
6179682
6
Create an account or sign in to comment.