So years ago I was working on a survival farming game called Earth. That project failed becayse of a bad oversight greatly limiting development. The game wasn't very impressive either, though a few playtesters found it cool. Yesterday I had an idea. While before when trying to reboot the project with perlin noise based world generation, I failed to implement the seeds i wanted to make. So I scrapped it. But yesterday I had a thought, instead of perlin noise, since the game is top down I can just randomly spawn lakes as structures. After a late night and a bit this morning I have a fully functional and modifiable large world generation. It is seed based as well, allowing me to load several worlds with the same seed and they will come out exactly the same. That slapped with smooth world traversal, and I have a base for my dream project. A more combat and story focused game called Beyond. Ill post updates here. I am not great with graphic design so when it comes to bosses and such I could use a hand. And alot of other things. If you want to playtest let me know. I can use an eye for bugs and such. Ways to improve. Also a player on old 3ds, and maybe later if someone wants to port to switch. Things like that.
Finally in a real project.
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ZypherCreated:
Pretty soon I'll be ready for a first look, maybe even release the version.i really wanted to make it and send it to the guy who was making the sb downloader but meh.
What i have done so far is biome based terrain generation from seeds, a fully functioning graphics engine to play on that terrain, a character and movement system with smooth collision (might need some work) world modification (you need certain tools for everything besides breaking trees, and there's a nice little progress bar that comes up when you are breaking stuff) I've got an inventory working on the touch screen with touch controls, you can touch the top bar and select it allowing you to select an item from the hotbar on the old 3ds since you don't have zl and zr buttons. I'm almost done with the crafting then ill move on to the final things for 0.1, like block updates and health systems. This will be for minor farming and health depletion although there aren't any entities as of 0.1. I think thats about it, I'll be back with updates
smooth collision (might need some work)Speaking of collision, I’m finally getting collision figured out thanks to David’s video. It’s a lot more complicated than I originally thought. I originally thought pushing the player out is good, but it turns out using vectors to detect and resolve collision is much less buggy. After I finish writing the code in SB, I can probably send it over for you to look at. I’ve got most of the functions down, I just need to test for collision between actual rectangles rather than just rays. Thank you Seggiepants for sending that video because it’s helping a ton even if it’s in a different language. The math is the same; the only hard part about being in a different language is the fact that there’s no VF2D type. After 6 months of screaming at a screen, I’ll finally have something that works and works well.
If you've got something it would be awesome. I actually fixed up my collision so the only issue is if placing blocks becomes a problem (the player can slightly enter the selected block before modification)smooth collision (might need some work)Speaking of collision, I’m finally getting collision figured out thanks to David’s video. It’s a lot more complicated than I originally thought. I originally thought pushing the player out is good, but it turns out using vectors to detect and resolve collision is much less buggy. After I finish writing the code in SB, I can probably send it over for you to look at. I’ve got most of the functions down, I just need to test for collision between actual rectangles rather than just rays. Thank you Seggiepants for sending that video because it’s helping a ton even if it’s in a different language. The math is the same; the only hard part about being in a different language is the fact that there’s no VF2D type. After 6 months of screaming at a screen, I’ll finally have something that works and works well.