Devblog 5

We’ve been busy, in fact we’ve been very busy and now the game is looking more awesome than ever. The latest development see the start of the inventory system along with some major changes to the “world engine” aspects of the game. Now we have the function to add fully differentiated world types which are procedural generate. Here is a list of the recent updates.

  • New terrain system
  • Splat Maps
  • Optimisation
  • World Types
  • Inventory

Continue reading

Devblog 4

These past couple of days have been so frustrating creating the inventory system. Firstly, because it is difficult getting everything connected to the rest of the game and secondly, because I couldn’t settle on a style. So I ended up making a couple of versions. I redeveloped the structure behind the inventory items to make it scalable in the future and this included the early structures for crafting requirements.

Continue reading

Devblog 3

rendered2-1600

Well this week has been more of a planning week rather than a doing week but these plans will help the game more in the right direction. Some of the biggest things we got the ball rolling on was the start of the AI system. Other plans have been less glamorous but are things which will impact the places you can visit in the world, so not glamorous but massively important. We’ve also been demo’ing the game to groups of people over the past few weeks too and we’ve had some really cool feedback.

Continue reading

Devblog 2

So its been another busy week. I have not been able to spend as much time as I would like but there has been some important part achieved. This weeks biggest achievements are:

  • Mining laser
  • Resources gathering and basic inventory
  • New grass object
  • Changes to the Load/Save functions
  • Build bug fixes

Continue reading

Devblog 1

Well there has been a lot going on behind the scenes and I thought now was a good time to start a devblog. Over the past few months there has been some big developments to the game including:

  • Gate Travel (Thats right, you can now travel between worlds)
  • Procedurally generated worlds – well over 100,000,000 worlds
  • Load/Save worlds and buildings
  • New trees (with Level of Detail for optimisation)
  • New hands
  • A few graphic tweaks

Continue reading

Build Mechanics

Here is a demo of the planned build mechanics, yes you can build like Minecraft using dirt, but I wanted something better. Doing it that was I plan to be able to make more detailed buildings.

The current plan is that you will gather resources (trees, rocks, etc) and craft the build items such as walls, floors and doors.

Making of the rocket launcher

I needed a tool/weapon in the game to start developing some interactions with the world other than just simple terrain editing. So I thought “hey a rocket launcher would be cool” plus it would cover some functionality needed later such as handling object collision and also modifying the terrain.

Here is a few of the development steps.