1 Bar Design - Updates and Discussion - NEW SITE + PW
Author |
Message |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
I was in Auckland, New Zealand, I'm now in Melbourne, Australia, which is my home city anyway (I was born in Box Hill). I'll likely meet up with Allstone at some point, we should really have a DRLFF meetup sometime O_o
Anyway, there's likely to be some game updates with pictures soon, or at least some art. I'm going out to lunch now.
|
Mon Feb 14, 2011 2:49 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
|
Mon Feb 14, 2011 6:22 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Small world, eh?
In development news, I've got to sleep, but may get something done before heading off to uni to meet the head of my faculty tomorrow. Here's hoping so, I've been having fun but getting nothing (dev-wise) done for too long.
|
Mon Feb 14, 2011 12:49 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
|
Sat Feb 19, 2011 11:34 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
tree tweaking quickly, plus tile work. Will be masked in game, obviously.
|
Sun Feb 20, 2011 12:02 pm |
|
|
Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Y'know Geti, I find it a bit unsophisticated to use my screenshot for the thumbnail to Prelude and not give credit, but I forgive you.
Anyhow, I haven't checked back here in a while and I'm excited to see whats new.
EXILE in sight yet? ;_;
|
Sun Feb 20, 2011 12:09 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Exile's not in sight yet, no, but you mentioning it just now and me getting my tablet some semblance of working just now has made me think about working on it.
I'm wondering whether or not to go tiled with it, honestly. Per-pixel physics just aren't on my to-do list of things to code at the moment, and I'm more likely to use Flixel than Love for it now :/
It kind of rules out the whole "hand drawn everything" aspect though.
|
Sun Feb 20, 2011 1:56 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
WANT TO TEST THE LATEST VERSION OF PRELUDE'S TERRAIN ENGINE?Click there. I need feedback. I want to make it create rubble tiles upon landing on the ground but didn't get around to that tonight, surprise surprise. You're guaranteed to get a bit of a shock if you dig into the side of a cliff and try to cave in a nice large chunk of terrain. It's still a little finicky, but that's why I moved all of the data to its own class rather than a flat file parsed each time: it'll make tweaking easier. I've yet to see how the constructions will perform, but I did get some spriting done. Should be fun to implement this week. I've still got oh so much refactoring to do it's not funny ._. blog version
|
Mon Feb 21, 2011 4:14 pm |
|
|
Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
The ground seems extremely unstable, it's really hard to make a tunnel without destroying half the world.
|
Mon Feb 21, 2011 5:11 pm |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Dig deeper, then. It's gets more stable the deeper you go.
|
Mon Feb 21, 2011 5:11 pm |
|
|
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
I just spawned above an empty pit...
|
Mon Feb 21, 2011 6:57 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Ociamarru wrote: I just spawned above an empty pit... Yeah, that does happen. I'm going to completely rip out the current level generatation system and replace it with a chunked system though, so no fear. It is a testing version, after all. On the menu for today, after eating, showering, printing many things for uni and making sure my friend's okay: - Tweak the terrain values so that it sticks a little better, while still making floating islands difficult to create.
- Implement a "chunk" loading system for the terrain, with only two hardcoded chunks, ground and solid (think _ and # in terms of tile content) available. Figure out how to handle streaming.
The thing is I'm wondering exactly how I should do chunks. I think something like this might work:
|
Mon Feb 21, 2011 11:46 pm |
|
|
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Will the game "zoom out" on a macro chunk? Is this loaded in scenes, or just split like this to make it easier to load? I REALLY WANT THIS GAME.
|
Tue Feb 22, 2011 3:58 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Oh, right, I haven't explained what the chunks actually are properly.
The entire game world will be stored as chunks. It follows to reason that it will also be loaded as chunks. All of the chunks directly adjacent to the one your character is occupying will be held in memory and updated at any given time. Upon moving around, if you move into a new chunk, some chunks will be unloaded, and some will be loaded, all seamlessly, for an arbitrarily sized procedural world, the only limit of which is disk space for saving the data. I may make it keep some of the more recent chunks in memory but not updated to save loading and unloading them.
I'm planning on storing the chunks in 800 byte (20x20x2) + metadata sections, which may or may not be compressed. I'm wondering whether the extra overhead will be detrimental. I'll test out a lot of the if ands and buts later on.
|
Tue Feb 22, 2011 5:19 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
GOD DAMN HE BLINKED So, I revamped how constructions work a lot, and started working on some more gamey functions for tiles, like jumping through those platforms. Cool stuff that might happen soon involves chunked loading and a new playable version for you guys. I've played around with the terrain a lot though now so I'll get chunks loading first and send it your way if possible before bed.
|
Tue Feb 22, 2011 9:43 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|