some updates to gui and ai
some updates to gui and ai
Last edited by laggyluk; 25-07-2013 at 01:54 PM.
thanks, I'd say Prison Architect rather than Minecraft
Ironically I have not see too much of Introversion's latest game other than a handful of screenshots and a small article on it. I have read tons of tweets about it though. (I follow them on Twitter.) I plan to check out that game sometime. Don't worry take away all the cubes, digging and creating and it's nothing like Minecraft.
I do notice that you didn't refute my claims about a possible in-game Microsoft Office cloning.
Seriously though it's a pretty neat looking concept. I'd love to see more of it once you have it further developed.
So is there a "game" developing out of all of this or are you aiming to leave most of the features unanchored so that it can be easily adapted like a game engine? Seems very sandbox-y. Which isn't such a bad thing. It's worked out rather well for Markus Person.
I think if you go the sandbox routine you'll have to offer a lot of "creative distance" and/or plenty of rewards for the players to achieve over the course of play.
I guess that's what makes me think of Minecraft the most.
It's gonna be a game, not an engine. Prison Architect concept is strongly based on Dwarf Fortress, only simpler. Mine is something in between.
Unlike in Dwarf Fortress there will be a goal - terraforming the planet, divided in to missions. Terrain will differ between games, also missions will be randomized to some extent.
I've recently been more and more excited about voxel games, as you can see from some of my creations in starmade
https://www.dropbox.com/s/bs4cj7x1vz98cmf/station1.png
But i also know lots of ways to make game features that don't yet exist. Not going into details about those, but one thing is the "infinite world". Does your voxel engine support that? Or would it run dry on memory after exploring a while. It is difficult to find optimization tips for the subject. Some things i can assume:
- Do not save chunks on disk if no modifications are done to them. They can be regenerated on request.
- Very big octtree and frustum culling should be used. Details on the octtree behavior regards to infinite world might not be simple though. By "infinite" we would mean limit of signed 32-bit integer for single block coordinates, and looping endlessly if possible.
- Generation from noise is the trivial part, although could also be used as optimization. For example 1 noise-map that is on whole chunk level, being quick lookup for knowing whether that chunk will have any blocks at all. For example, if
BlockHasAir:=ChunkNoise+DetailNoise*0.2>-0.3
it was calculated like that, then we could say that BlockHasAir is always false when ChunkNoise < -0.3-0.2.
And actually i'm propably not considering surface-like world at all, but 3D noise that makes unique floating islands and continents in 3 infinite dimensions.
Last edited by User137; 31-07-2013 at 08:17 AM.
firemonkey logic editor was made for a client of mine as part of mmo bot and I reused it here. logic is saved to xml and it's on the game/bot/whatever how it's gonna be handled so it's sort of project independent
Finally had some time to work on this again added direct actor control, 'system' for animating variables and undo/redo + workflow improvements in the editor. I think this is gonna end up as a action game after all..
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