Most of the time the moon is not visible during the day, its there, but its to light to see, also in your game the sun is moving like crazy, but the moon is standing still.
So my comment was more about tweaking the moon some more.
Is it fixed now? I had the same on one computer in the house and apparently it was the gfx card driver that disliked me reading from gl_FragColor. It’s supposed to be changed during compilation but apparently you can’t trust it
Mike
These graphics would make a good Slender clone. :persecutioncomplex: :o
Anyway:
http://stateofprofit.com/pictures/terrainTest/cylinders.png
The water doesn’t look right. It’s too reflective, making it look like a portal, because you see sky where there should be land. I think you need to make the reflection semi-transparent, so the sea/lake bed is slightly visible.
EDIT: I just played it and saw that the lakebed is visible. But the reflection is still too strong.
A horror game? That sounds… scary
The reflection gets less the more straight down into the water you look. I’ll decrease it a bit though as a default level as it indeed is very much of a mirror at the moment. Thanks for pointing me in the right direction
What about this? It gets quite blue during the sunset though, I’ll maybe lighten it up a bit.
http://stateofprofit.com/pictures/terrainTest/water.png
Also, thanks for all the interest guys, I even got several personal messages with people wanting to give advice and know more about the project!
Mike
That looks WAY better.
I hate to be a critic (you’re doing an awesome job btw.), but the clouds may need some adjusting. They’re looking a bit too solid at the moment.
See what I mean?
You guys keep guessing my to-do list!
The reason I didn’t already (it looks like crap, I know) is that the clouds should be contained within the texture as you otherwise get a very hard line where the cloud quad ends and the texture should look equally good when flipped vertically (the clouds shouldn’t look upside down when turning around). I was looking into volumetric clouds but that would take way too long for me to implement and get nice looking.
Mike
Still too solid but at least it looks a bit better I think, it will have to do for a while (600kb bigger in texture though…)
http://stateoffortune.com/pictures/screenshots/clouds.png
Thanks for all the help today!
Mike
It would really be amazing to make this a survival game with more of an adventure goal in mind than settling down in one place. If you were to do this, structures would need to be temporary and staipying in one place too long should have consequences of some kind. I’d love to see this become that, and if not, you can always use the same engine for other games!
It can for sure be used for other games as well, but lets start with focusing on one I don’t want to make it into an adventure game at the moment as blocks+adventure game=minecraft, and I respect Markus way too much to make a clone.
In other news, I finished making the server integration and am currently testing it out, it should be live in the weekend. I don’t have any fancy character models yet so the other players are just balls flying around and building things
The first bigger building (under construction):
http://stateoffortune.com/pictures/screenshots/Bridge.png
Mike
The new version of… State of Fortune (final name?) is now online @ http://stateofprofit.com/landscapeTest. It is multiplayer with a huge persistent world. Starting it up can be quite slow as it is sharing a crappy server with State of Profit. I’ll look into moving it to a better server somewhere in the coming two weeks.
Let me know of any issues you find. The only one I know of at the moment is that looking down from far up can give artifacts on the ground and water as well as holding Q to change land height not always working in some browsers when not using full screen. There is no account information yet so it doesn’t save things like where you logged out, if you wander off you might not find your building next time
The keyboard scheme changed some, so be sure to check it out if something doesn’t work like you are used to.
Happy testing!
Kind regards,
Mike
Cool.
My suggestion would take ALOT of work,
but maybe you could turn it into a realistic Minecraft?
Or maybe a First Person Hunger Games?
It seems the non-violent ideas are few and far in-between I’ll get the engine up and running first (still have a list of 30’ish things I want to add in the coming month) and then I’ll have to decide what to do with it. That is, unless I get bored of not adding any content
My current idea of making it into a game is something like this:
- You start with some money somewhere in the world.
- All around the world there are land plots spread out that you can buy. You can only own one but they will range from small (50x50 squares) to huge (1000x1000 squares). With the starting money you will only be able to buy a smallish plot, but after you made some money you are free to sell it and move somewhere else.
- There will be permissions on the plot so you can allow other people to build on it as well if you want to play together.
- Once you have a plot you’ll be able to build things with a limited number of materials (only sand, dirt and non-processed stone for example as the other materials will be too expensive to start with)
- You can make money by producing and selling things like wheat, oat and flour either to a generic npc market or to other players (Via another market? Only if they come to your plot? By sending it via mail?)
- You can make grain by planting seeds that you buy, and you can make flour by taking some grain (or buying it from someone else) and putting it into a flour mill, and you can make bread by taking the flour and water… and so on
I don’t know if it’d be fun but it sounds interesting and easy enough to expand upon once there is a good eco system in place. Building things with blocks would only be to show off your status and wealth though and not have a practical use (except that some machines need to stand on a floor under a roof I guess).
Mike
Maybe its me but your idea sounds like farmville in an first person view with some additional building :).
However i think it is an really nice idea as addition.
Since everything is so beautiful and random, why dont you focus more on exploration?
I never played Farmville, but if I can get a hundredth of their success then I don’t mind being compared with them
Exploration would be finding a new plot and finding people offering things you need at good prices. Maybe it’s not enough though.
Mike
2 ideas
First:
Maybe put in a tiny bit of Minecraft?
If you have to MAKE you tools to farm etc. it might make the game more interesting.
Maybe you start off with just an axe?
Then you have to sell wood until you can afford land.
At the point you can make some tools and farm.
Second:
Same as you’ve said, but with a pinch of evil.
Natural distasters like volcanoes, floods, earthquakes, lightning fires, etc.
All of them affect your land and crops. Not always for bad (fire-touched soil is very fertile)
You have to be prepared for the worst, and when possible, take precautions to protect you land/crops.
THIEVES! And other things.
They also affect you land/crops (mostly the crops)
Maybe you could even be a thief yourself if you felt like it.
And you could kill thieves if you caught them on you property.
Thanks for the input!
Making your tools sounds nice, maybe also add different qualities so you can spend a lot to upgrade your saw or something so you are specialized as an expert sawman.
Just starting with an axe sounds fun, won’t make the first “game” version, but I’ll keep it in the back of my head.
Natural disasters sound difficult Way down the line?
Thieves sound like fun, the only problem being that seeing as it is a persistent world it would be way too easy to steal from someone that isn’t logged in. Unless you can hire guards… getting into a fighting game then though
Mike
The difficulty of natural disasters depends on which ones you want and how you want them to work.
A flood for example could just be raising the water level and killing crops below that level.
Fire shouldn’t be too hard to implement. Lightning should be relatively easy.
If you had gravity on buildings then an earthquake could just be a camera effect (shaking) and moving buildings around a bit in random directions.(possibly causing collapses if the support is lost)
The volcanic eruption would be the hardest.
But yeah, it would be definitely something to leave until all the other gameplay is done.
As for thieves, maybe you could put up fences to stop them getting in?
Whatever happens, if you enjoy it then there will probably be people out there who will enjoy it too.
Or…everyone is a thief and you all must steal from the rich people
I can’t seem to play the game. It gets half way through downloading the landscape, when it disconnects from the server and reloads the page, starting it all from scratch
Good catch, thanks The server timeout ping was also active during the loading, so if it took more than 30 seconds the game thought that the server had abandoned the client. I fixed it so you should be able to play now.
I also added thin walls (instead of only blocks and cylinders). They are still under construction though as I didn’t plan to update the game until tonight so there are two known issues with them.
I’m looking into moving the game to a faster server this weekend, and I’ll reset the world when doing so as there was an issue with more and more trees getting added, causing the fps on fill rate limited machines to go extremely low.
Mike