The debugging phase begins, version 1.3 is on the way!
Ok, I should explain why we decided to add an ingame editor. As you probably know we added a new animation system. And this has a lot of settings. These can of course be controlled via C++ code. But this would take a lot of time, as we would need to recompile the code everytime we change something. And this takes a lot of time. The editor will allow us to change the code while the game is running To achieve this we implemented several sub goals: Entity creation via XML and visual programming Normally the entities in our game are create by C++ code. This can not be changed while the game is running. So we added a system which allows the creation of entities via XML. And the XML file is generated via visual programming. So for simple entities we will no longer need to write code. Every entity consists of modules which communicate via events. State machines are also supported. The necessary information is collected via reflection from the C++ code. Reflection in this case means that our program can analyse it's own structure. In Java and C# this is supported by the language itself. In C++ this isn't the case (I do not understand why, it would have saved us a lot of work). We had to augmented our code with additional informations. Improved GUI To be abled to display all the necessary information we needed additional GUI elements. So we implemented a tree view and a scroll box. We also corrected and updated the menu system. Game control The game can be pause, started in slow motion or single steps can be triggered via the editor. Cheats are also accessible. Project viewer We added a project viewer which displays all files which are accessible by the game. Asset viewer And we of course have an asset viewer. Currently it displays images and entities. But we also did other stuff: Sounds I tried to record better environment sounds for the game. But in my home town I did not find a place where there is now noise (cars, people …). It it is really annoying if you think that we are constantly living with such a noise level. Multiplayer I also continued with multiplayer but this is clear as the network system will also use some kind of reflection system which is similar to the one use to create the entities. Animations done We added animations for the bear and the red deer. This are for the start basic ones. What will come... I hope that we soon can create our own entities in the game. I am very exited.
[ 2015-08-02 09:41:45 CET ] [ Original post ]
So most parts of the upcoming version 1.3.0 have been implemented. We are looking forward to a lot of debugging in the next weeks.
Editor
Ok, I should explain why we decided to add an ingame editor. As you probably know we added a new animation system. And this has a lot of settings. These can of course be controlled via C++ code. But this would take a lot of time, as we would need to recompile the code everytime we change something. And this takes a lot of time. The editor will allow us to change the code while the game is running To achieve this we implemented several sub goals: Entity creation via XML and visual programming Normally the entities in our game are create by C++ code. This can not be changed while the game is running. So we added a system which allows the creation of entities via XML. And the XML file is generated via visual programming. So for simple entities we will no longer need to write code. Every entity consists of modules which communicate via events. State machines are also supported. The necessary information is collected via reflection from the C++ code. Reflection in this case means that our program can analyse it's own structure. In Java and C# this is supported by the language itself. In C++ this isn't the case (I do not understand why, it would have saved us a lot of work). We had to augmented our code with additional informations. Improved GUI To be abled to display all the necessary information we needed additional GUI elements. So we implemented a tree view and a scroll box. We also corrected and updated the menu system. Game control The game can be pause, started in slow motion or single steps can be triggered via the editor. Cheats are also accessible. Project viewer We added a project viewer which displays all files which are accessible by the game. Asset viewer And we of course have an asset viewer. Currently it displays images and entities. But we also did other stuff: Sounds I tried to record better environment sounds for the game. But in my home town I did not find a place where there is now noise (cars, people …). It it is really annoying if you think that we are constantly living with such a noise level. Multiplayer I also continued with multiplayer but this is clear as the network system will also use some kind of reflection system which is similar to the one use to create the entities. Animations done We added animations for the bear and the red deer. This are for the start basic ones. What will come... I hope that we soon can create our own entities in the game. I am very exited.
StaudSoft's Synthetic World Beta
StaudSoft
StaudSoft
2015-02-09
Action Indie RPG Singleplayer
Game News Posts 176
🎹🖱️Keyboard + Mouse
Mixed
(13 reviews)
http://www.staudsoft.com
https://store.steampowered.com/app/343320 
The Game includes VR Support
StaudSoft's Synthetic World Depot Linux [512.76 M]
This is a work in progress title! Do not buy this game if you do not want to fund us!
This game is an open world sandbox game. Everything in this world is already changeable. The blocks are very small compared to other games of this genre. Instead of 1 block per cubic meter we have 64 blocks per cubic meter.
What is currently missing (from what you might expect):
- Water simulation
- Multiplayer
- The AI is stupid and the monsters are placeholders
- Minecart or boat
- A C++ based game engine (we created our own engine)
- A lot of different block types (see wiki)
- Pregenerated landscape: You can start playing the game in seconds!
- Torches, lamps, camp fires (with dynamic shadows)
- Chests
- Doors
- Electric wires (LEDs, buttons, ...)
- Growing of plants and trees
- A bed
- Weapons (stick, sword, pistole)
- Grids
- Paintings
- Signs
- Different types of landscapes
- Caves
- Fire simulation
- Heat simulation
- Crafting via recipes
- Simple monsters
- Voxel renderer
- Deferred Rendering System
- Day and night cycle
- Sky rendering system (physically correct)
- Master of materials (some blocks have submaterials)
- And of course such things as loading and saving do work. You can also die in the game, there is an inventory. When you die you will drop your backpack.
We are a team of talented developers and artists. The main developer has 2 university degrees in computer science (a diploma and a master). The main artist has a master in biology. So we know what we are doing.
If you have the impression that in this description is something missing or if you feel the need to warn other people not to buy this game contact us. As long as you can deliver facts we will add your argument to this description.
What you shouldn't do:
- Do not insult the developers, the game, the players or others (Yes we all know that we are completely stupid, that we are garbage, that we are a shame for our university, that we should change our jobs, that this game is only a stupid clone, that this is scum, that we are lying about our degrees, that we clicked this game in an editor in two days together, that I am a college kid, that this game is crabby, should I continue?).
- Do not say that the price is not justified. You have no idea how much work we put in this project. Simply do not buy it!
- Do not give false information about this game (we see a difference in the graphics between this game and other blocky sandbox games, other couldn't recognise this difference).
- If you talk about how bad this game is and that it should be deleted, burned or something else you should have played the demo and then say exactly what should be change. We will try to improve it.
- Do not post something again in the forum when we deleted it.
We understand that a lot of people simply tried to make money with such games and then never continued the development. Originally we didn't marked it as Early Access to emphasize that you buy it as it and that you shouldn't buy this game if you are unsatisfied with the current development status. Unfortunately a lot of people saw in this cheating which wasn't our intention.
MINIMAL SETUP
- OS: Ubuntu 12.04 LTS
- Processor: 2 Ghz (Dual-Core)Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: OpenGL 1.4 Compatible Graphics Card
- Storage: 4096 MB available space
- OS: Ubuntu 14.04 LTS
- Processor: Intel Core i5-2430M 2.4 GhzMemory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: OpenGL 2.0 Compatible Graphics Card
- Storage: 8192 MB available space
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