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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Tiresome News.Essentially, no fresh alpha tonight, but progress is being made towards the streaming terrain part of it, which is currently busy imploding and not suitable for release.
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Tue Feb 22, 2011 2:11 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Contains: - Chunks
- No grass
- Debris from fallen tiles
- Building tiles that work(ish)
Feed me back.
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Wed Feb 23, 2011 3:24 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Working on making the now-working chunk loading system of prelude result in playable, fun areas that can also support themselves. That last part is the priority at the moment, as almost all caves now result in massive cave-ins and due to the way forced support works everything becomes either a "normal" tiled engine or else super fragile (or self deconstructing). Darker tiles are ones that aren't receiving enough support one way or another <_< So tired from a very early start from uni so I'm hitting the sack, hopefully I can tackle what's going on tomorrow afternoon because right now it's looking like I'm going to have to rewrite the tile support system worst case scenario @___. Oh yeah also: http://www.1bardesign.com/forum/http://www.1bardesign.com/forum/http://www.1bardesign.com/forum/I need contributers. If there's a reason you aren't using those forums beside "I don't think of it", like a lack of "new posts" page or similar, post about that.
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Mon Feb 28, 2011 11:57 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Geti's made a lovely system, and you're all just ignoring it.
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Mon Feb 28, 2011 5:39 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
;-;
But seriously guys, it'd be nice for some discussion to spring up over there.
I'm going out in ~1 hour but hopefully I can work something out with the chunks and their glitchy support issues before then I head off.
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Tue Mar 01, 2011 4:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
New Testing version with infinite terrain and a lot of bugs!I'm looking into ways of propagating support without propagating massive lag across the now potentially massive set of tiles. Also have to do output for saving and sequential loading so that hitting "play" doesn't cause huge lag with a large map. I might make a loader class; lo and behold the day of a loading bar may have arrived... Bed time. Very bed time. 530 start tomorrow heading towards ten now bed time ugh plah.
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Tue Mar 01, 2011 11:40 am |
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Tokochiro
Joined: Mon Jun 28, 2010 3:54 am Posts: 806
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
This is basically a side scroller minecraft. I'M LOVIN' IT!
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Tue Mar 01, 2011 12:01 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
FPS readings (hit ~) after walking off into the mess of squares would be appreciated, along with system specs
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Tue Mar 01, 2011 8:32 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Still on Testing! -> Not on the page yet! -> Click here to play!Welcome home. Sorry folks, no zombies yet! That's because I've drastically altered the way the world works and so I've got to tweak how they interact with it. I've also got to iron out all those huge AI Issues. However, things that are working: - Procedural Level! Not streaming yet, but at least a little more interesting! That means there's a pretty huge performance hit if you go wandering off on older hardware but those of you with the clock cycles can go off and hit up the wilderness (which is currently pretty sparse).
- Cool support system! I'm annoyed to find that this system works better than the previous one by a lot. Build to your hearts content and then enjoy watching the fireworks as you bash out the pillars and the whole thing comes crashing down!
So maybe the caves don't all line up. Known Bugs: - Screwy Support: for some reason the seams between some chunks are broken, afaik it's the edge of existing chunks facing into newly generated ones. This'll screw with you climbing some of the cliffs, but whatever.
- Botched cave generation: sometimes the caves generated are a bit crap. I'm looking into ways of making them more interesting, which will include small forts (possibly with some zeds scattered around), items to scavenge (which means more items) and also mosses and possibly seeds (though that'll be part of the plants arc of development).
Sure do wish there was something to shoot around. Building is awesome, though. That said, there's still a lot of work to do for this arc. Here's the short term plan! - Reintegrate Zombies because we all like having something to shoot. This is the main reason it's not on the official page yet..
- Get handmade chunks loaded fairly often. This is to supplement the procedural tiles. It'll let me build some really cool situations, as well as some more smooth corners to climb up! Making buildings happen is easier this way too, though I'll look into fully procedural buildings as well. You'll be dumped into the wilderness at the start of each game once this is working, rather than at a home fort.
- Integrate a loading stack to get rid of those nasty stalls as chunks are created. Essentially, I'll spread that processing time over a few frames.
- Fix that damn support bug! because it makes building really huge things impossible :C
The long term plan is a bit more in-depth, but hopefully that's enough to sate you. I'm off to bed, I'd love some comments. If you'd direct comments here and bug reports here I'd be much obliged.
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Sat Mar 05, 2011 1:42 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Mr longface-peon demonstrating why I should add an outline to that sprite. In other news, I've really just got to do the "game" part of this one and then submit. Interfaces are going to be nightmarish to code but I've still got 11 days... Still, I need to get cracking. more info here
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Sat Mar 19, 2011 12:30 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Not sure if it's just something with my rig, but I can only get 11-25 fps. I've got a phenom II x3@2.1 with four gigs of ram.
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Sat Mar 19, 2011 2:05 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
FoiL wrote: Not sure if it's just something with my rig, but I can only get 11-25 fps. I've got a phenom II x3@2.1 with four gigs of ram. It's very likely issues in optimisation. I'm not working on prelude at the moment so any bugs that're there will stay there for a while; see above
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Sat Mar 19, 2011 11:25 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
It's been slow going lately with a lot of uni work, but for better or worse will be finished by this weekend. Interface is slowly coming together. Everything has to be functional by the time I go to sleep tomorrow so I can polish content (and hopefully add some more) this weekend.
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Thu Mar 24, 2011 6:33 am |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Looks like a PictureWars RTS.
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Thu Mar 24, 2011 9:32 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
It's called pocket wars for a reason
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Thu Mar 24, 2011 9:50 pm |
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