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When i'm coding i'll try to be on IRC: #craftinspace on irc.chatnet.org

Monday 30 April 2012

Killing mobs



Water screenshot

Here's a screenshot (been a while since the last one):

The hotbar will be repositioned to allow for the widescreen view of the game, so ignore that for now.

In the screenshot, you can see:

1. Ripple effect on water
2. Caustics on the surface of water
3. Detail textures applied across many blocks
4. The new lighting engine working together with the water transparency

Thursday 26 April 2012

Progress

The week has gone as planned. The refactoring is progressing well, into the new engine.

Last night, I spent some time on migrating the various UI screens over also.

As promised there will be some screenshots soon, and videos. There are many new features to show, but it's better to get them all into place in the new engine, and then make videos that are worth watching again.

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Monday 23 April 2012

Auto crafting continued

I managed to finish the code for auto crafting this evening.

There is some refactoring that I will need to do, before implementing the procedural space station generation. So, I hope I can get that task done during the evenings this week.

I already have the code done for procedural space station generation. I just need to implement it into this code base. It shouldn't take too long next week.

Space stations will be lots of fun, some dangerous, some not. Not easy to tell, when first entering one :)

Sunday 22 April 2012

Auto Crafting

I'm going to add in automatic crafting stations during the next few days.

Let me explain:

In Star Wars Galaxies, I remember that players could make crafting stations. Then, raw materials in bulk are put into a sort of input window, and then a schematic (like a blueprint) is put into the station too. The station is started, and say every 45 secs, an item from the blueprint is created.

It's like a factory, for crafting when the player carries on with less boring things in the game than just crafting all day.

This is what i'm going to do also, an automatic crafting station similar to the one described above.

Saturday 21 April 2012

Trading system done

This evening I was able to complete the trading system.

It's now possible to sell items for credits. Using auto miners, any player should be able to mine blocks, collect them, and sell them. It's also possible to buy items from vendors.

Thursday 19 April 2012

Trading System

Details on the trading system

Almost coded into the game. A few days more are needed. About 50% complete so far.

Each player now has credits. These credits are used to buy new items, or raw materials, or anything that can be purchased in game really. This is all virtual, no free-to-play here or in game items for real world money.

The space stations in the game have vendors. So, to buy and sell stuff, the player needs to first get access to a space station. Teleporting to one, the player can walk around to find a vendor for a specific raw material or item. You won't find a weapons vendor wanting to buy other item types.

Once a vendor is found, it can be accessed and a screen displays the items for sale. The player can either put items into the vendor, in return for credits, or buy items.

I don't want to spoil it now, on how the items on a vendor work.

For players would aren't so interested in pure combat or multiplayer modes, crafting and resource gathering and rare item collection is also possible in the game.

I'll post some screenshots and possibly a video once the code is finished early next week.

View at 30 chunks

Time for some math (excuse if its wrong):

Each chunk is made up of blocks 16 x 16 across, and 256 high (yes, the height is at 256 blocks!!)

which means a single chunk holds information about 16 x 16 x 256 = 65536 blocks.

If I set a draw distance at 30 (extremely far, farther than MC and if I'm correct, Castle Miner), it should allow me to see a world of 51 x 51 chunks (needs double checking).

Let's count some blocks:

51 x 51 x 65536 = 170,459,136  blocks (170 million)

And this is running at a stable 58-60 FPS without lag. This is on a PC, not an xbox 360. Moving around, digging, placing blocks. The engine seems extremely stable. This also, with vertical sync set to true, and using Reach profile (XNA terminology).

What does all this mean for me as a player/gamer?

A very fast game engine. Less stress put on drawing the world. More options to add more game features. Put it this way: if I enable fly mode, it is impossible for me to outrun the terrain generation. Again, the math might be wrong. I just wanted to give some idea of how exciting it will be to play a game based on this new engine :)

Tuesday 17 April 2012

Tonight's coding

New engine
The engine is almost rewritten. This was needed so that upcoming game features could work faster.

Garbage Bins
These allow the player to trash unwanted items. They have a safety timer of 5 minutes. During that time, the player can still retrieve the items from the garbage bin. Once the timer is hit, the items get deleted from the bin.

Harvesters / Auto Mining
At intervals, these blocks will mine ores and other resources for the player. The player doesn't need to collect the items, as they are saved with the saved game. The problem the player has though, that the mining hopper (the output of the harvester) can overflow, and anything mined, doesn't get stored. So, retrieving items is necessary.

To stop mining, simply empty the harvester, then pick it up.

I'll post some screenshots soon, showing some of these new features.

Some initial gameplay infomation

I thought it time to announce some of the gameplay features which will be added in:

1. System maps

Travelling to different planets is achieved by selecting a planet from a system map.

2. Space stations

These are located throughout the galaxy.

3. Travel terminals

These are found on space stations and are used to travel to different systems, and locally, planets within a system map.

4. Vendor terminals

These are found on space stations and are used to buy/sell resources, items, weapons etc

5. Space credits

Mined resources can be sold on vendor terminals in return for space credits.

6. Loot

Alien species will drop random loot when defeated/killed.

Sunday 15 April 2012

Update

There's been progress this last week.

Some of the new features added include:

Multiple layered caverns:


Looking down from just under the top ground level, you can see a large cavern below. And looking through the cracks in the ground of the cavern, you can see a further layer of caverns even deeper.

Light sources are now blue crystals:


The texture for the blue crystals is just a placeholder, it will be retouched soon.


I've looked at space station blocks, which should be used in building bases on planets:




And finally, humanoid mobs are spawning now:



It's been a week of bug fixing, and playing the game too!




Wednesday 11 April 2012

Stress Test: 200 Mobs


Video shows a test of 200 mobs wandering around. Frame rate was around 60 fps.

Monday 9 April 2012

Unlimited containers

Just a quick post to mention that unlimited containers are now in the game after tonight's coding session.

I had expected it to take 3-4 days, but having found a better solution for implementation was able to cut that down to a few hours.

Sunday 8 April 2012

Mobs again

Here's another screenshot showing about 30 creatures wandering around. Imagine how dangerous this would be once the combat AI is added in!!!


Containers

There are containers in the code:


The focus at the moment is in creating infinite storage containers within the game, as well as different types of storage.

It should take 3-4 days to implement this.

Mobs

Check this screenshot from the game:



It's difficult to see what going on here, i'll try to explain. In an upcoming post, I'll make a video so that you can see the movement of these creatures.

Creatures are wandering. With regards to AI, they have no set behavior or complex state. There isn't anything that they have to respond to. Animation is wandering also. Combat or any other animation isn't being addressed.

The code is currently unoptimized, but still able to have 50 creatures wandering around without severe drops in FPS.

Very, very promising.....

Tuesday 3 April 2012

Game Videos

Here are two videos from the game.


1. The first video shows the inventory and crafting:



2. The second video shows the lighting:


When I get some more time this evening, I will explain more of what is demonstrated in the videos.