22nd July Progress

Hey guys,

Today we continued our bug fixing spree. A ton of small bugs were fixed. We also managed to cut bandwidth usage in half when playing multiplayer! Which is awesome.

The artists and I have been working hard on adding new mini-biomes and filling them with content and fun things to find. We added 3 more minibiomes today, each of which contains chests, blueprints, furniture to find, weapons, statues, new building materials and so on. These are all super unique drops that I’d rather not spoil with screenshots. But it makes hunting around for new items really fun.

I also completed the naming system for weapons today, names are procedurally generated and of course immediately after completing it I found a tier 1 weapon called ‘the useless slapper’ -_-

We’re also making a few small changes to the GUI. We’re having it display the health of the last monster you hit, streets of rage style. For a while we had health bars above the monsters heads but it was far too intrusive. This ought to fit nicely.

We also added tar as a new liquid. It was needed to finish up the appearance of one of the minibiomes. I should probably figure out something else to do with it though.

We’re now at 859 place-able objects, 102 building materials, 365 non procedurally generated melee weapons, 22 instruments, 383 non procedurally generated pieces of armor, 55 miscellaneous items and a bunch of other stuff we haven’t talked too much about yet. That’s on top of the procedurally generated weaponry

 

21st July Progress

Good evening! Or morning. Some time of day.

Despite it being a Sunday, today was a pretty busy day for bug-fixing. Not much to talk about there, although Bartwe apparently fixed the “oldest bug in the game” because he’s a mad scientist. Many fixes were made to rendering bugs, cameras were tweaked. Not bad for a weekend!

DOTHmZb

GeorgeV made this animation for when players are falling really really fast– like when they’re falling through space. Like this (though…the animation isn’t actually implemented in this screenshot, I just thought it was pretty)!

Screenshot_27More work was done on the food system! So far, each race will start with 16 recipes that reflect their culture/biology. There will be a bunch more recipes to discover in your travels- the more difficult they are to make, the better their buffs! We’re still working on balancing the effects of all the food items and their ingredients. Those recipes haven’t actually been implemented yet, though. Soon!

We also had another play-testing session tonight and talked a lot about player progression. I built a farm with a working kitchen and took a couple of screenshots:

Screenshot_28

Screenshot_29That’s all for tonight. Goodnight, guys. :)

 

20th July Update

Hi guys,

Today’s Saturday, which means weird random stuff day.

Today I worked on falling damage. We’ve had it in for a while, but I tweaked it to where it’s also based on velocity as well as time fallen, so you don’t get into situations where you jump then are knocked into the air when you fall on a monster only to crater when you land after bouncing. So that’s good. :) I also wrote an incomplete feature (waiting on assets) to where if you’re falling more than x seconds you start to produce a flame like a atmospheric reentry. Don’t know if that’s going to continue being a thing or not though. I also fixed a bug that caused player’s run animation to sometimes play backwards when they’re not holding anything.

I haven’t forgotten about the grappling hook. I just suspended work on it to work on other things for the time being. I’ll come back to it.

Bart spent most of the day hunting down little graphical errors that have been bothering him recently, generally having to do with floating point error. It’s hard, thankless work, but it’s got to be done, so send some love his way. Because that means I don’t have to do it, and I like not having to do things.

Kyren worked more on Asteroid generating algorithms for the new Biome. And Arch also did some terrain generating stuff.

Tiy worked on a bunch of little stuff, including changing up randomly generated names of swords, modifying the camera smoothing settings, and a bunch of little stuff.