XaiJu
Speiger
Speiger

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Its getting slowly forward.

Well in 1 day its been 5 weeks instead of the 2-3 weeks for the next report. For those who followed me saw that I made progress. But in my view it wasn't enough to post a progress update since most of the stuff was in the engine/utility area, and not really on the "Hey I can show this off" side. So what's been happening in these 5 weeks.


Lets get the behind the scenes stuff first,
- I implemented a custom vector math library that is more flexible to my game while staying simple, 
- The terrain shader got improved drastically thanks to the help BeastLe9enD taking around half the time to render the same amount of stuff,
- The engine of the game got also reworked quite a bit, its now a lot quicker with selection of what to render and what not, thanks to simple tricks that I learned from some people and also from MC modding.
 - Camera / UI / Text got made better and the setup looks nicer for me, but its still using vector graphics, so don't expect something very simple.
- Screenshots got improved, and a GIF maker was implemented into the game. (Not this picture but other ones I posted were made by it)
- EntitySystem was implemented into the game. The first post didn't have a Entity system, it was just a model that had a model.
- Keybindings and a placement helper were implemented so you can place things on a grid which the game bases on for most things.
- A Integrated server was implemented to split rendering/game logic so that the fps goes down if the game logic takes to much time to process.


Ok that covers the behind the scenes stuff, lets get into some points - Terrain / Water got visually improved thanks again to BeastLe9enD thanks to the terrain shader performance improvement which had the side effect that lighting was drastically improved and water looks more like moving then changing the brightness. (Correct lighting made more of a difference then I expected).
- I implemented in this example some custom modeled trees, and a moving thing? That harvests the trees and replants them to test out my world and other things but also to see how they would look (again its pre pre pre alpha state yet so I fool around a tiny bit).
- A sun rotation was implemented that provides a sense of time and improve the visuals a tiny bit. I am not sure if implement a sun texture into the world yet but we will see. Also I decided against a day/night cycle because in this kind of game it would be more annoying then helpful/visually improving (I can be wrong of course).
- The in game-editor was expanded a bit so it can be used better and also leaves room for expansion (which is badly needs still).
- Savefiles were fully implemented, sadly the first patreon island was lost, but its now fully working and fine, the file sizes I tested with are okish (6kb for this island) but this savefile type is ment to wasteful for the reason it has to be loaded in a way where it can stay modular and isn't final.


Yeah that are the changes I made in 5 weeks, I learned a lot, very much and its going forward, slowly but surly.
This covers again this roundup? Showcase? Preview? No idea!
I hope that I can make in 2-3 weeks (I shouldn't say that but I do) another post where I can show of more viewable stuff then background stuff.
Oh yeah about the picture it is a 50x speed (compared to normal speed) simulation of the game to record this test script that I did for the foresters that I want to do. This is sadly no AI but the closest that comes to it.
Anyway thanks for reading Speiger.

Its getting slowly forward.

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