One of the most essential elements in the game Novus Inceptio is ownership of the land and the associated construction of a house - village - city.

Posted by McMagic on Dec 17th, 2014

To all who have not read the latest news on indieDB, I recommend a look at:

The World of Novus Inceptio

How to survive in a world Novus Inceptio

Looking back at 2014 and a little history about Novus Inceptio

One of the most essential elements in the game Novus Inceptio is ownership of the land and the associated construction of a house - village - city. Players will be able to combine own lands into regions and determine the rules of conduct in a given region of the world. The basis but will always be own home or other support structures that players can build according to convenience.

Construction of the house is solved by using a custom modular system (similar to Lego, which I used a lot like training for tuning modular elements (I had to go to the attic and find all the boxes of childhood and start to play again;)) ...). The emphasis is very much emphasis on the variability of building elements, so that the player was limited your creativity and not a game systems.

The whole building system is constantly tuning and enhancing it, so that was the most user-friendly and unnecessarily not limit in creativity.

The home but the player will have to worry, because everything in the game decay over time and need to provide repair and maintenance. Which can ensure the player himself, or hire NPC entity that will look after the running of the village (but these entities have needs as a player and should provide everything needed logistics).

Build a own small house it's not quite as complicated - only to obtain raw materials takes a little more time and made the necessary parts for the construction. Building a bigger house or village, but really takes a lot of time.

(Time-lapse demonstration building a bigger house (about an hour in real time) )

Village or city no longer requires a combination of more land in the region. Determining the mayor and setting global rules (what is and is not a crime in the region, etc.). Create alliances and initiate trade routes between regions other players. Ensure supply of raw materials, support and possibly defense.

Everything is up to the player whether they want to live in a remote area and explore the world. Or trying to build and promote greater community.

Regarding the villages, towns and regions will discuss in detail some other time - because it is a very complex gameplay element that still tunes.