New Technology


We made a world generator, called PlanetForge©, which creates full living planets. It does this by using a continent generation tool that assigns biomes based on a whole bunch of parameters, like sunlight based on slope and latitude, temperatures based on geography and weather patterns, as well as gravity, wind, glacier and water erosion systems. Next, we had to create a system to uniquely grow every tree, bush, flower and plant, from scratch, and let them continue to grow over time. Each of these grows based on soil typing, as well as other geographic considerations. 
What is really intriguing about this world generator is that since it uses many systems to generate a realistic planet, in the end no human has seen this new planet, and it is so big it will take many years to explore. This means that years after release of the game, there will still be unexplored portions of this planet, unseen by anyone, developer or player.

Enact Tools©

To control all the thousands, if not millions of NPC and Monster characters in the game, we needed an incredible game development tool set. We created the Enact Tools©. The only reason that a planet of this size has any hope of development is due to the Enact Tools©. These tools allow any Level Designer to enter the live game world, and change… anything, in real time. With the Enact Tools©, a single Level Designer can take a 100 page written quest, and create a story that will alter and adapt to the player’s story. The tools can cause a rumor to spread, and grow with the telling, or cause a single fight in a bar to spread until the entire bar is in a fist fight that naturally breaks out into the street. It can build a murder mystery, or an epic quest to destroy the evil rings of power. It can pretty much build anything our writers can pen, and is all controlled with a graphical interface instead of scripting, and all done live in the running game, so there is no gap between creation and testing. A player could literally watch the game being built from inside the world (if we let them).

TrueQuesting Module©

We tell players that CoS will create a unique personal story for every player.   If we attempted to do this purely by hand it would take more workers than players, so how is it possible?  The answer is our unique TrueQuesting module.  Basically, it works like this, a writer pens a custom story: a Quest, Mission, League Actions or other type of story.  This story is given to a Level Designer, who inputs certain details into the TrueQuesting Model.   A