Hey everyone!
I've been working on this project for quite a long time in the "Creative Projects" board, but I think it's finally got enough features to go up here among the proper games. While it's technically still in "Open Alpha", it's only in the way that Dwarf Fortress is technically in Alpha - that is, there are still a number of planned features that I have yet to add.
So for those who don't know, what is BoundWorlds?
Basically it's an online game engine that can be used to construct worlds, and those worlds are then bound together using Gates. Players can explore these worlds freely, creating an endless content-based dreamscape, or a "Patchwork Universe".
Sort of like, oh let's say Yume Nikki was an online game with a level editor, and had Zelda-inspired gameplay.
As for what can be edited? Pretty much anything. On a basic level you've got tilemaps, backgrounds and sprites. Sprites have a ton of built-in behaviors for newcomers to mess around with, and a full-blown function editor for coders. You can upload graphics and sound files to the server, and each of these uploads can be assigned credits so you can legally use any online resource with a CC license (for example those found at
OpenGameArt.org). Resources and objects can be added to packages that other players can make use of in their worlds, and you can examine these objects to learn how to create similar ones. You can also create items and equipment that can be saved across sessions, allowing you to make a save feature in your worlds.
A world can be anything from a single room to a full-blown adventure game.
Check it out here:
BoundWorldsI'd suggest checking out "Axis of Protea" first. It's a pretty good demonstration of the sort of things that can be accomplished using the world editor.
(You can explore without logging in, but you need to log in to create a world or save items and sparks.)
Create worlds, rooms, and gates to link them together
Tag-based random path system - use tags to describe the location of a Gate and the location you want it to link to, and the game will try to find an appropriate target
Media file sharing system - upload custom images or sounds for your own use or for other players
Media credits system - Associate a media file with one or more names and websites for use in an automatic credits reel.
Create unlimited layers in any room - allows multiple tilesets and pseudo-3D geography (by moving the player between layers)
Upload parallax-scrolling, transparent, and rotating background images for panorama effects
Built-in object interaction system allows easy creation of talking NPCs, switches, collectibles, healing pads, mutators, and more
Built-in combat customization system - customize enemy behaviors and techniques
Transform the player into any custom object or creature
Gain points by players passing through your world and collecting sparks
Advanced Scripting system allows you to make collectible items, key doors, jump/teleport pads, cutscenes, custom variables, collisions, and more...you can set almost any in-game variable directly!
Flowcharts for creating extensive dialogue trees and cutscenes
Collectible items that can be used to run custom functions or equipped to give the player custom abilities
Item shops
Custom status effects
Flash and lighting overlay effects for sprites, layers and rooms
Packaging system lets you share your objects and tilesets for other players to import into their worlds
Persistent items that can store data over multiple sessions
Persistent rooms
More advanced AI behavior (NPCs prioritizing targets based on threat level, using group tactics and run away from danger)
NPC allies and RTS-type controls
Using "drop" tiles to create platforming sections (Currently sort of in, but has bugs)
More transition effects
Create "ending cutscene" events with an auto-generated credits reel
Pathfinding AI for NPCs
More stock puzzle behavior - block puzzles, etc.
More advanced sound effect options
Automatically generate equippable weapons based on a few options