Mittwoch, 26. Dezember 2012

Changes in December

Here you find my changes in the game during the last weeks.
It is still far away from a real playable game, but with every change I made it is going one step further.


Edit: 12.12.2012
- Feature:    First try of a simple Weapon / Bullet system (handled like particles)

Edit: 12.12.2012
- Bugfix:        Chests should now work properly on opening

Edit: 26.12.2012
- Bugfix:        Selected screen resolution in Startmenue-Options is now correct
- Added:        Version Info in Startmenue / App-Title shows game name
- Changed:    Particles optimized
- Changed:    Items lying on ground optimized (now only calculated when visible)


In Addition to the listed changes I had a lot of fun playing around with some simple "mobs" in the game (I added them allready a few weeks ago, but that version was unplayable buggy).



These baby chicken are currently not created by the game enviroment. They are only placeable with a shortcut. But it is funny to watch them walking and jumping around....and sometimes they pick on the ground searching for food....very cute.

I created this little chicken as an first test for the mob system in the game. The chicken are small, so the collision detection system is very simple and easy for them. At the moment there is no chance to interact with the mobs. But they have a functional Hitpoint System like the player so they can die, if they fall deep enough.
They are only updated by the program if the player is near and can see them. If the player moves away the mobs will be standing still until the player returns.


OK, this was the funny part....
I still have some very nasty light bugs in the game.
Some only appears in the daylight system, but most of them are visible on the lights the player can place.











Sometimes the light looks very crappy.
I did not recalculate daylight and other lights for every single tile everytime a tile is build or removed. This would be to slow. So only the tiles in a special radius around the modified tile will be recalculated every second if something has changed.

Until now I did not find a satisfying solution for this problem...


After having so much trouble with my daylight calculation on the surface some weeks ago, I wrote a simple map-screenshot function wich shows me the daylight values on the map. Very helpfull for finding incorrect calculations.
Here are two details from the map screenshots.
On the left side the map on the surface and on the right side the light values for the tiles (blue is sky = lightsource).


I think I also should write this function for placeable lightsources for debugging.


Very difficult.....especially because I am not a trained programmer....but I won´t give up!

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