Category Archives: Technology
Just added another game entity/enemy: the rockfall! In certain places (currently only on the cave temple), there’s falling rocks, which damage the player and knock him back (which may cause him to fall down and splat!). It was surprisingly easy to put in, which is pretty good (and unexpected, most new entities give me some […]
Just added the code to get in and out of custom areas… Was a bit complicated, considering the data flow of the game (I didn’t predict this when I did that code back in the Indie Speed run). Anyway, got that working, plus script binds for lights and props. Oh, and the intro cutscene to […]
Got the custom areas working in game! Still have some work to do in transitioning from custom areas to the normal planet areas, and vice-versa, but the base code is done… I still have a lot of work to do on the temple: introduction cutscene, a new type of enemy, a special hazard and random […]
Today I didn’t have much time for development… I just added a new UI element (that is useful for the editor and for the options screen the game will eventually have): a checkbox. Also added the possibility to change the voxel material without affecting the color or the emissive. I needed that to replace the […]
Started working on the sub-areas… One of the problems with building tools is that you then want to use them everywhere… Some weeks ago, I was content in generating all the maps with procedures (with the exception of the ship, so I did a XML-based system for that): But it’s boring generating content this way, […]
Today I finally added the props into the custom voxel scene, which finally composed the scene. Also added the action nodes and in the case of the temple, makes a carving spawn there (if you haven’t picked it up yet). Also fixed a bug that was nagging me for ages in the game sometimes… Sometimes, […]
Added the custom voxel object to the game today, which solves the problem I explained yesterday. The custom voxel object takes care of heightmap and of inserting the voxel map into the game. I’m still missing the props and the action nodes, but that’s easy to add at this point. Also added some functionality to […]
Started work on merging the procedurally generated map with the custom stuff I make in the editor… and only when I started I saw the error of my ways! The way I’m building the procedural world is that I build a heightmap for the world, and then convert that heightmap into voxels, with special cases […]
Today I wasn’t feeling like tackling something big, so I decided to work on small stuff… After fixing some minor bugs, I looked at my task list and I saw something that shouldn’t be hard, but I was curious about: target prediction. Up until now, the enemies would shot at the players current position, so […]
Today I added some more functionality on the editor… Some tools are just workflow tools (for example, a “voxel picker”, which allow me to just click on a voxel and the system will set that as a brush, which is much better than cycling through all the materials… it also takes the color from the […]