Working title: The name will change. A 3D sandbox block game for Windows and soon, XBOX360. Lots of different planets to explore and inhabit. Oh, there are 100s of alien species in it too that are either good or bad :)
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Monday, 30 April 2012
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
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 :)
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.
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.
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