Hello and welcome back. It has been a long time since the last announcement. But this only means that we were very busy. The basic features of the in-game editor are working and the same applies to the animation system. We can now import models made in Blender!
The editor
The editor can now display sounds, models, images and entities. Here is a screenshot:
And we also implemented a property editor (on the right!). This is the entity editing view. The new entity has only an ItemModul which displays a non animated model.
The basic undo system is also finished.
Animation System
When you followed me on Twitter you probably already now that we now can import meshes and skeletons from Blender. Here is a screenshot of the new fish which can now be loaded:
The next goal will be that we will give the fish a brain so that it acutally swims in the water. Hmm, the fish will be of course scaled down!
The new sheep could also be imported:
And we are working on an insect:
This model has still problems with the wings. We have not yet decided how we will use it. I am personally thinking about a small swarm of insects which will attack the player. But we will see if the engine can handle this.
Rendering System
To be abled to deal with the new models we had to change the code of the rendering system. We added better support for skinned models. Up to 3 bones per vertex are now support. And we compressed the transformation matrices which are used for the models. We are using now a combination of a quaternion and a position vector to represent them. This allowed us to increase the maximal bone limit from 30 to 60. If we need ever more bones we will use textures to save the matrices.
Bugs
And due to the help of gamers we found several bugs. The bed didn't worked correctly. It should reset your health to maximal. Instead it hurted the player.
And we found a very ugly bug in the world matrix. One player wasn't abled to place blocks on a bridge any more. We have not found the problem yet, but we are working on it.
And we added a horizontal bar shape. One player had the idea that this could help when building a model.
And then the flash light. Sorry, I simply forgot to add an recipe for it. So nobody couldn't craft it.
What's next?
We want to bring the advanced stuff to work. I am thinking here about the animation state machines, motion blending and the monster ai.
And we want to implement some of the suggestions players made!
[ 2015-08-20 20:18:14 CET ] [ Original post ]
- 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.
- 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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