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Post by MaDPuPPeT on Jan 16, 2014 1:54:21 GMT
Though it was time for a quick update so people know stuff is still happening... Currently working overtime on my day job so Buildville is slow going, but I'm make some progress on getting vehicles in. I have the new type ready and selectable in the item list. The first pass on vehicles will just be 32x32 voxel objects will preset wheel positions and properties (boat, plane, car, motorcycle, amphibious) 1 and 2 seat versions. So the seats will be hard coded pixels in the voxels that you can paint around. The wheels will appear at hardcode pixels. Everything else is up to the voxel drawing.
I'd also like to try a new voxel editor and do a high-quality version of the voxels (per-pixel shading). These may wait until after the first version is released.
Looks like a month still to get it on the app store judging by how little time I get to work on it currently.
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Post by MaDPuPPeT on Apr 9, 2014 23:33:40 GMT
Wow. I've been slack on posting. April 2014 already. Just finishing up the car mod this week and hopefully sending to iTunes at the end of the week if all goes well. Also doing some rewrites of the UI to make the world usage a bit more intuitive. There will now be a Create World on the main menu that lets you create a world from scratch and import blocks, actors, objects and vehicles from various other worlds. You can drag items around now to sort and manage your pieces better. You can create single seat cars. Boats/planes and double seaters coming later.
The car physics are pretty basic. I'd like to switch to a streaming full-physics (probably bullet physics) system in future but I'm concerned about how the mobile platforms will perform and the memory usage might be pretty high. Not really a problem for PCs with 2+ gigs but could be a big issue for mobile platforms with 1gig or less of memory.
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Post by dozenbeer on Apr 13, 2014 17:15:53 GMT
sure, Im still watching this game, hope you do so too Had the same feel about FEZ too. Its an OK game but nothing I would spend too much time in. Not like Buildville Keep up the work and dont give up on this awesome game!
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Post by MaDPuPPeT on Jun 15, 2014 14:48:41 GMT
June update... still chugging away. I've done a lot of work on the material/texture pipeline of the game so I could have much better support for shaders. That ate up a couple of weeks but was well worth it. I've been changing the interface to better support 2 handed play. I think the system works but I'm still working on making it as intuitive as possible. I've unified survival and creative interfaces now so you don't need to choose between them. Even creative is always in two handed mode. The downside is that if you put objects/tiles in the left and right hands, you won't be able to dig at all... However, 2 handed play makes interface so much more complex since each hand potentially wants to effect different targets... ie. if you have a pick, then you'll want to highlight the tile that you will be picking away which includes grass and non-player-blocking tiles. However, if you have a tile to place, you really only want to highlight were you will place the tile, which doesn't include grass. The current solution I am using is to color code this left/right hand icons and show 2 box UI targets colour coded to which hand the box is for. It's a functional solution but not very intuitive and probably very confusing to new players. Still thinking about other options. Other news - I've switched the Water/Lava system over to minecraft style spreading. My old volumetric spreading was just too heavy on the network, since removing one tile could require hundreds of other tiles to redistribute themselves. I've also ditched the fire and smoke tiles - again, way too heavy on the networking and they didn't look/work that great anyway. Instead, fire is a special system of its own now and not built into tiles. Smoke will just be a particle effect spawned from fire. Downside here is that fire won't cast light . The upside is that I can now have Poison and Mud as two new water types. I've put in special refracting shaders for all liquids to make them look much cooler and even 32x32 textures for them look great, so I'll be able to make those available for in-game editting soon. The end goal is to just let you define all 4 liquid types, what shaders/textures to use on them, and if they harm the player/shed light.
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Post by MaDPuPPeT on Jun 15, 2014 14:55:59 GMT
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Post by MaDPuPPeT on Jun 15, 2014 15:01:57 GMT
Finally, the day and night cycles have been improved. All lighting is directional now based on the suns direction. Currently that includes torchlight though thats a bit odd when your deep in a cave, so I may have to drop or tone it done. Here is morning, midmorning, and sunset. You can see the moon just beginning to rise at sunset.
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Post by MaDPuPPeT on Jun 15, 2014 15:10:05 GMT
The last thing worth mentioning is that the game now has mipmapping which was not actually trivial to add given that everything is in a tightly packed dynamically generated texture atlas. The mipmapping is quite aggressive at getting rid of any shimmer in the distance without degrading the clarity up close. I'm pretty happy with the results. I've got a Occulis rift on order for July and getting rid of shimmer was pretty important for a decent VR experience.
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Post by MaDPuPPeT on Jun 15, 2014 15:13:08 GMT
A few bug fixed for multiplayer and I should be ready to release a new version. Hopefully then I can get back onto some important gameplay features for setting up actual game modes..
..though my son has been hassling me daily to put in animated (wavy) grass... so I might have to pop that in next to keep him happy.
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Post by MadmanEpic on Jun 16, 2014 22:17:40 GMT
Sweeeeeet.
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Post by MaDPuPPeT on Jul 14, 2014 21:57:47 GMT
I put off the wavy grass for now. Just getting some AI modes in and then I think I'll put the new release up. Lots of improvements over the last release in now.
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Post by MaDPuPPeT on Jul 30, 2014 16:40:35 GMT
New version is up. I've put comments on it in the release announcement, so I won't mention them again here. Next I think I want to move to a more RPG like interface - while still supporting dual wielding, I'll probably simplify it to USE items in the Right hand, and support items in the left hand.
On tablets, that will let me have a USE item, and any onscreen UI can be contextual on the USE item - ie. if its a TILE then I show the quad of where you will be adding the tile too. If its a gun, I could do sniper scopes, and so forth. I think I'd like to move buildville to a point where I could use it to make a cave delving roguelike really easily.
Also, need to finish off planes and boats, so will pop that in soon. Also, and END GAME condition - so you can knock up quick little FIND X HIDDEN ITEMS or KILL ALL THE MOBS type game scenarios.
THEN some way of controlling game logic. Possibly using a Scratch-like interface which is being taught in schools now (my daughter is learning it) and seems like a powerful but accessible way to let people script their own events.
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Post by MadmanEpic on Aug 4, 2014 21:57:49 GMT
*Sees new update* REJOICE!
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Post by MaDPuPPeT on Aug 6, 2014 5:58:03 GMT
Hey, I'm going to move all conversations to Facebook. Might make it more accessible and laid back. www.facebook.com/BuildvilleGameFeel free to visit and post.
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