Hey there,
Progress has been slower these past few weeks due to unexpected circumstances. Have no fear, we are still here and still working away. Here is a screenshot of a new and still very "work in progress" biome, the desert.
Tuesday 23 July 2013
Sunday 23 June 2013
D'em Caves
Recently we have all been working on cave generation, we have now perfected the generation of the cave layout, and created a ton of objects that can spawn within them. These include, stalagmites, pitfalls, mobs, traps and more.
In the image below I have purposely removed all lighting, mobs and objects. It is literally a bare-bones empty cave. Here you can see the procedural layout of one of the caves, excluding "special" rooms.
Caves are generated at random and can be re-generated in-game. (Dungeon Crawler mode, anyone?)
In the image below I have purposely removed all lighting, mobs and objects. It is literally a bare-bones empty cave. Here you can see the procedural layout of one of the caves, excluding "special" rooms.
Caves are generated at random and can be re-generated in-game. (Dungeon Crawler mode, anyone?)
Thursday 6 June 2013
Been a long time..
Haven't updated the blog in a while, my bad.
We have been working on many different aspects of the game, its hard to list them all. Here are the main ones.
We have been working on random cave generation recently, and its going really well. Currently we can generate unique caves whenever needed, and work has started on cave biomes. The picture below is a few of the near infinite cave layouts.
We have also been working on the crafting UI, it is about half way done. Having problems getting it to interact with the inventory properly, but I am sure we will figure it out.
James has been working on enemy spawning, currently their are three ways enemies can spawn. The first way is via a spawner, such as a spiders lair. The second way is constant spawning off screen, and the third way is when we spawn mobs ourselves in specific places.
There are loads of other tweaks we have been making and Niko has been working hard as usual. :)
We have been working on many different aspects of the game, its hard to list them all. Here are the main ones.
We have been working on random cave generation recently, and its going really well. Currently we can generate unique caves whenever needed, and work has started on cave biomes. The picture below is a few of the near infinite cave layouts.
James has been working on enemy spawning, currently their are three ways enemies can spawn. The first way is via a spawner, such as a spiders lair. The second way is constant spawning off screen, and the third way is when we spawn mobs ourselves in specific places.
There are loads of other tweaks we have been making and Niko has been working hard as usual. :)
Tuesday 21 May 2013
Lighting, New Enemy Type.
Thought I should let you guys know what we have been up to;
Niko has been busy fleshing out the grassland biome with more enemy sprites. I could show you them, but I wont. *evil laugh*
Personally, I have been working on a day/night cycle and lighting system. I have also been implementing a day/night system as well as programming a new enemy type.
James on the other hand, is being lazy.
Sadly no screenshot today, the lighting system is too ugly atm.
Niko has been busy fleshing out the grassland biome with more enemy sprites. I could show you them, but I wont. *evil laugh*
Personally, I have been working on a day/night cycle and lighting system. I have also been implementing a day/night system as well as programming a new enemy type.
James on the other hand, is being lazy.
Sadly no screenshot today, the lighting system is too ugly atm.
Sunday 12 May 2013
Whazaaa!
Been a productive week, this is what we have been up to..
Niko has been hard at work making both enemy sprites, and weapon parts to go in the random weapon generator. These will most likely replace the ones you have seen up to now.
Here, have a spider.
I have been working on the talent tree, knockback, and the gui. While James has been helping me get the random weapons to work within the inventory.
(Click for full size)
Its not perfect, but its getting there. :)
-stevis
Niko has been hard at work making both enemy sprites, and weapon parts to go in the random weapon generator. These will most likely replace the ones you have seen up to now.
Here, have a spider.
I have been working on the talent tree, knockback, and the gui. While James has been helping me get the random weapons to work within the inventory.
(Click for full size)
Its not perfect, but its getting there. :)
-stevis
Monday 6 May 2013
Loads O' Weapons!
So, we decided to include procedurally generated weapons in the game, this will provide a lot more variation.
Here are a few weapons that the current system has spat out. Includes 3 staffs and 3 swords.
All swords have different swing speed, damage and hits per second.
All Staffs have different damage, projectile amount, projectile damage, and projectile type.
Tuesday 30 April 2013
Screenie
Development has been slow due to Finals approaching. On the bright side, they are over in 2 weeks.
Here is an ugly development screenshot.
Here is an ugly development screenshot.
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