TritonForge || Immersion RPG/Sandbox

Nice work! :smiley:

In the last image, you show some type of underground ā€œbiomesā€, Iā€™d suggest making the border between 2 biomes with a noise function similar to the one generating the actual terrain height so the transition doesnā€™t look that edgy :slight_smile:

The music in the video is edited on, and I made both tracks. The second one is only a star wars mix
of binary sunset and imperial march

And yeah, the transitions between biomes need to be touched up and i thought of what you suggested many times, I just never actually got to doing it :stuck_out_tongue: Also am wondering how to go about surface biomes.

Mob addition is underway, and I started with this test Rabbit.
Itā€™s a shame I only made them so I could kill them to test combat.
But combat isnā€™t a thing yet, so for now I just enjoy their company.

I did this by making an overhead Mob class with Classes like Rabbit.class that extend to it.

Mobs are added to an array, and the mob.class has a different tick and render method for every
type of mob that you add to the fields.

As of now, 0=nothing and 1=rabbit :stuck_out_tongue:

You can now kill the bunnies for XP.
This became oddly fun for meā€¦

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Animal drops will be very salvageable to take advantage of the 5x5 crafting grid.

Right after this video was recorded, I also fixed the sword holding so that it isnā€™t pointing at the ground.

So this is cool but how is it going to be different / better from Terraria? Also, itā€™s very slow on my computerā€¦ and my computer is no slouch.

The latest available download is from a year agoā€¦ that explains the performance lol. The new port is way easier on the graphics card, and made my PC perform this at ridiculous framerates, so your problems will be fixed with the next release :slight_smile:

Other than that, this game will be different (idk about better) than Terraria because this game will highlight RPG elements. It will have a storyline that requires mob grinding and stat managing to complete. It will have interactions, conversations and outcomes based on quests and stuff. The 3 underground biomes will be really original and they will not dissapoint any player, I promise you that :wink:

Other than that, Iā€™ll still have pride in saying I created everything for this game. Soundtrack, graphics, programming, ideas, all of it is from me. And in my mind, that is what will really make it great.

Also, the enemies wonā€™t be zombies and skeletons like all those other sandbox gamesā€¦ I really am wondering why someone hasnā€™t broken the trend :stuck_out_tongue:

You added a bunny lol

The bunny isnā€™t whatā€™s important, Itā€™s the fact that the Mob superclass is working properly. Now I can just spit out mobs
as long as i have graphics. Minus the crazy flying ones that shoot projectiles though.

Terraria has bunnies. Lol

I watched the video, itā€™s not my kind of game but it looks very smooth and elegant.

Lol just wait till I add bears lol.
Tbh the bunny was a homeage to Terraria. I mean itā€™s only what motivated me to make something myself.

Thanks ags1, the art style and look were an experiment for me, and they seem to be fitting :stuck_out_tongue:

Whats your status on flipping textures as they draw?

Just did that, and Iā€™m glad you told me to because the effect is really nice. Subtle but pleasing.

Added a new mob that shoots projectiles.
They have a ton of HP ad just as much mobility as the player, so theyā€™ll be annoying af to deal with.
The spawn frequency will not be as high as depicted in these screens though so donā€™t worry :stuck_out_tongue:

This game is slowly but surely ceasing to look like a 16 year oldā€™s basement project lol.

Looks nice and polished. Good work! Already a game :slight_smile:

Just another new video sample

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Them mechanics are toxic haha. :slight_smile:

Neat implementations. Do you like the trees in your game?

I liked them a lot better when I first made them, but theyā€™re still alright. Will probably add another leaf variation.

Aside from the trees, I made text popups for damage, healing and leveling up.

Added stat indicators:

  • STP = Stat Points, points to increase stats when leveling up.
  • STR = Strength, extra damage multiplier.
  • LCK = Chances for extra drops or money when mining or killing mobs.
  • LVL = Character level.
  • CRFT = Crafting, dictates which crafting recipes can be used.
  • AGL = Chance to dodge an attack or projectile.

Every time a character levels up, they are granted 2 stat points, and it takes 20% more XP to level up again.
These numbers arenā€™t final but they do give some idea of how the player might progress through the game.

The tough balance of leveling up compared to stat points mean mob grinding and quests will be necessary.

New video up

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