A portion of thrilling a conversation between developers and Nintendo Life:
TP: UCRAFT is the only title with an infinite world generator. You can walk for years and years and never reach an end in UCraft.
NL: Sounds like a right hoot.
NG: UCraft does in fact have infinite worlds. The limits of the game are only set by the amount of freespace available on your Wii U and UCraft save files are extremely small.
CL: Greetings from Cube Life developers. You probably refers to Cube Life long save time… Well, we are curious and really need to ask: Can you confirm to Nintendo community that Ucraft infinite world is fully modifiable and the save files are extremely small?
NG: I wasn’t talking or referring to you but yes, I”ll upload a small video later today. Also, please do not compare our engines as they are not in the same league. Your world is 100% static and you pre-load blocks. Seems to us you purposely poorly executed the backend of your game in an attempt to beat the comp at the consumers expense. Those loading times are 100% unacceptable and you know it.
CL: LOL. You are wrong, because Cube Life world is 100% dynamic. You can change every block on it, save it and it will be changed. Can you modify every single block and save it very quickly in your infinite world? How long it will take to save the game in Ucraft on the Wii U?
NG: Yes you can modify every block, is that even a notable feature for a sandbox game? UCraft uses on the fly terrain generation utilizing perlin noise/worms which is what allows for infinite worlds. From the looks of cube life you guys simply designed your world post run-time scene by scene in unity making your environment static not dynamic like you claim. UCraft is 100% dynamic, the real deal! It takes about 3 seconds to save and I’m being generous here
TP: Each individual face of a single UCRAFT block can be individually textured using SDK Paint. That is 1 block with 4 sides and 1 top 1 bottom illustrated using 6 individual user generated textures
CL: Let me ask. Is it possible to texture every single block with its own (different) texture? I doubt this is possible…able features of “sandbox” in games mean an open-world with non-linear play. Even games like Arma or Far Cry, they are open-world games and have limited maps. Sandbox game genre does not mean Infinite world…
TP: Yes, of course. Every single block with 6 different textures each, 1 per block face. (see the above post).
NG: It’s very possible and quite simple
CL: There is a limited RAM (and other HW limits) on the Wii U for infinite world itself… and it will be very challenging to run an infinite world including main hero + NPCs + UI + weapons + items + crafting + custom textures + 16 online players and keep everything on smooth playable frame-rate. We have doubts…
TP: Challenging? Yes. Impossible? No. Thankfully for Nintendo Gamers we are up to it.
NG: Tell that to the dev-kit its running on. Just because you can’t pull it off doesn’t mean I can’t. you seem to be confused on how to handle RAM limitations I figured I’d give you a small lesson on how real voxel engines work. UCraft handles world generation procedurally and has the ability to Create and Destroy voxels as needed. In order to bypass the Ram limitations all I needed to do was figure out exactly how much the Wii U can handle at one time. Once I figured this out it was a simple matter of creating/destroying voxels as needed to stay within the limitation of the system. To avoid excessive save and loading times UCraft save files were broken down into region files and are only referenced as needed. It would be a novice move to load the entire stage at one time. This seems to be the case on CL.