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Nomadic demo

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MZ952Created:
Download:X33N338S
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Welcome to a project I've planned on fleshing out for several years but couldn't due to my lack of time; Nomadic. Now, before you tell me I'm ripping off Terraria, Let me assure you that I indeed am. Terraria is my main inspiration for this game, however I am pursuing a totally different art style and game mechanic than Terraria in several ways I do not care to detail. Now that that's out of the way, this is a demo of Nomadic, specifically a demonstration of the main game engine. The game engine includes the following: collision interactions between player & tiles and player & entities; a dynamic physics and AI engine for tiles and entities (player & entities follow ballistic trajectories and ricochet, custom entity AI, friction, sand can fall, water can flow, etc); a dynamic lighting engine allowing for entities and tiles to create illumination on surrounding tiles in real game time (I have many ideas on how to utilize this, such as blocks near lava can "glow" red hot, lightning flashes, etc); and dynamic tile & entity animations. There are a number of things I mentioned here which you will not find present in the demo I present here (unless you dig through the code), but don't be discouraged, everything I said will make the cut for the first version of the game, as they are already implemented into the actual engines themselves. Also, I am demonstrating my terrain generation algorithm. I have actually never created a terrain generator, and so I am very strictly new to the idea, but I feel I've pulled it off quite well so far. The terrain generator can generate four biomes so far: flatland, hillock, desert, and mountain biomes. I have plans for more, the obvious candidate being cave systems (which I'm rather torn on how to go about creating). My plans for this game are rather simple, as they stand now. The classic spin-off of mine for resources to build better tools to mine for resourcesโ€” However, I'd very much like to hear your ideas for how you'd like this game to work and function. In the early stages that I'm in, implementing game-changing functionality shouldn't be out of the ball park. I've already got a few, one of which I spent a little bit putting into the demo before uploading it (you can climb trees and scale walls). But if you don't have any ideas to share, that's alright too. Let me know what you think of the engine so far, eh? I'm aware of a few quirks and downright bugs in it, most of which are directly related to my poor understanding of how to implement a collision engine (there's a small chance that you can end up inside a block, although you really have to try sometimes).

Instructions:

Use the circle pad to move around, (A) to jump and climb, (Y) to spawn a default entity (it will just chase you around the map and you can't despawn it, be warned), the directionals to move subtly, the touch screen to break blocks in your vicinity or select blocks in your inventory, and (L) + touch screen to place blocks in your vicinity.

Notes:

Just to clarify, the program was designed to run optimally on the N3DS, and in fact, I have had to slow down it's runtime because it runs too quickly (when there are less objects on-screen). It WILL work flickerlessly on the O3DS, however I do not know what the frame rate will look like. If you're running this on an O3DS and you'd like to help me with a little debugging, go to line 703 in the code and decrease the number 24 on that line until it runs to a playable degree (I just don't really know how bad it'll be, I know those old consoles are slow).

Replying to:MZ952
[poll=p314][/poll] Just out of curiosity. I want to support all consoles, but I'd like to know how much procrastination room I have on the subject. It occurs to me that I may need to redesign a few key elements in the engine to accommodate older systems. This can actually be done now by lowering the render rate of the game. The engine would perform the physics routine at a nominal 24 fps while the frame rate would sit at some other, lower value. This would mean that the physics routine would be called multiple times in secession before the screen renders. Game objects and events would be consistent across platforms, and only the rate at which the render occurs would be different. I want to avoid frame drops altogether, so I'd have to take the middle-upper bound of the refresh rate.
If it wasn't for my broken cable I'd vote too. I miss the compact size.

Replying to:MZ952
[poll=p314][/poll] Just out of curiosity. I want to support all consoles, but I'd like to know how much procrastination room I have on the subject. It occurs to me that I may need to redesign a few key elements in the engine to accommodate older systems. This can actually be done now by lowering the render rate of the game. The engine would perform the physics routine at a nominal 24 fps while the frame rate would sit at some other, lower value. This would mean that the physics routine would be called multiple times in secession before the screen renders. Game objects and events would be consistent across platforms, and only the rate at which the render occurs would be different. I want to avoid frame drops altogether, so I'd have to take the middle-upper bound of the refresh rate.
well ive joined you chicken and im really excited to see how this pales once the server is no longer under maintenance.

Replying to:MochaProbably
I WAS I GONE FOR 2 HOURS AND I COME BACK TO SOMETHING GREAT! THIS IS BEAUTIFUL WORK! :3 :>
>gone for 3 days and come back to this but with server under maintenance?!?!?!

oooooh i really like this, a bit slow on my oleeeeeddddddddd 3ds but still very gud. reminds me that i need to work on my game too.. its really funny about the tile breaking (where the tile flies to the player like in terraria) because its such a simple yet fun thing to make but as to save speed i would recommend making them sprites same with player and the little blobs

I flew down a slope then up the next. Then I got stuck in some blocks. Even the glitches are interesting.

Replying to:spaceturtles
I flew down a slope then up the next. Then I got stuck in some blocks. Even the glitches are interesting.
If you hit a block at just the right angle and velocity, you can get stuck. It's only a matter of breaking yourself out, but still . . . I'm currently looking into improving the collision.

Replying to:spaceturtles
I flew down a slope then up the next. Then I got stuck in some blocks. Even the glitches are interesting.
yeah if anything it needs that

Update on the awkward collision: I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground. That used to happen due to the engine being tricked into thinking you've collided with a wall. Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.

Replying to:MZ952
Update on the awkward collision: I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground. That used to happen due to the engine being tricked into thinking you've collided with a wall. Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Is the slowed down fall through leaves intentional? It's pretty cool.

Replying to:MZ952
Update on the awkward collision: I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground. That used to happen due to the engine being tricked into thinking you've collided with a wall. Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Yes. And if you hold (A) while on a tree trunk, you can shimmey your way up it, as if you're climbing the tree. You can also jump on the tree branches. In the future I want this climbing mechanic to be a little more aesthetic, though.

Replying to:MZ952
Update on the awkward collision: I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground. That used to happen due to the engine being tricked into thinking you've collided with a wall. Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
That's cool. If you're using bg tiles for the blocks and a graphic command or sprite for the player you can use gprio to make the trees fall in behind the character unless foreground blocks are intentional.

Replying to:MZ952
Update on the awkward collision: I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground. That used to happen due to the engine being tricked into thinking you've collided with a wall. Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Yes, I intended tiles to be in the foreground. It's not in the demo, but there's background tiles as well for cave walls and stuff. I might modify that part to draw trees and other special tiles (like water).

Replying to:MZ952
Update on the awkward collision: I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground. That used to happen due to the engine being tricked into thinking you've collided with a wall. Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Can't wait to see what the water will be like!