Wilderness To Home

Wilderness To Home is a game, which is a combination of some Minecraft, Runescape, Minicraft and Last Winter games.

The main element of the game is to survive. You start the game with half filled stomach and not good health. You must find food and light source, because otherwise you will die of hunger or in the horrors of the night. Do so quickly, since time doesn’t wait, and night is coming!

Download:
v0.2: https://www.mediafire.com/?55kw54ytov2smaa
v0.1: https://www.mediafire.com/?mwi8cnyr85m2kid
no light test, terrain test: https://www.mediafire.com/?17krac5wi6knleb

Here is a pic :smiley:

Here is the info file near the .jar file. I will be updating it as the versions progress.

################## – Wilderness To Home: The Basics – #####################################################################################

This file contains some information about releases.

To run the game, you need to download and install Java from http://www.java.com/

Once installed, you should be able to double click .jar file in folder this file was found.
This game should run on Windows/Linux/Mac.

Game is being Developed using (TOOLS):
- Programming language Java - http://www.java.com/
- Eclipse IDE - http://www.eclipse.org/
- Art is done in paint.net: http://www.getpaint.net/
- LWJGL - http://lwjgl.org/

You can Email me (CONTACTS):
- gamingchris3@gmail.com I don’t check my email to often, so the reply might be delayed :slight_smile:

Here is ‘official’ game forum board:
- http://www.java-gaming.org/topics/wilderness-to-home-the-basics/31945/msg/297496/view.html#msg297496

Versions:

v0.20:
Technical stuff:
- /storage/settings.txt will be generated first time you exit the game properly;
- You can change lighting mode in /storage/settings.txt file by changing lightingMode variable. 0 is pretty slow,
but should work on most computers. 1 and 2 are very fast, but will not run on older machines for certain
reasons… If your computer cannot run 1 or 2 lighting modes, the game will crash.
- Levels are 1024x1024 tiles size;
- You can only have 1 save for this version… You can, however, copy/paste save1.txt to ‘keep’ and ‘backup’ your
world, so you can have more than 1 world you play on.

Recipes: (IMPORTANT, CAN'T BE FOUND IN-GAME)
	- 1 Branch + 1 Branch = 1 Stick;
	- 2 Sticks + 2 Sticks = Axe | Pickaxe | Shovel | Hoe;
	- 4 Stones + 4 Stones = Fireplace;
	- 1 Flint + 1 Stone = 10 Flintstone;
	- 1 Flintstone + 1 Stick = Torch;



Console and console commands:
	- Press `~ button to open console;

	- health [integer];
	- energy [integer];
	- time [float: 0-24];
	- print [anything];
	- item [item.class.name] [integer: amount];
	- clear - clears console;
	- savelog [string: path] - saves the console to file you specify. Example: savelog log.txt - would save log to the
		folder your .jar file is into file 'log.txt'. savelog /logs/log.txt would save log to the folder your .jar
		file in logs folder in file named 'log.txt'
	- quit - will exit the game. Will save the game if you're not in main menu.
	- listcommands - will print commands available and expected argument count in brackets after command's name;


Controls:
	- M to open/close map. To navigate the map, pan it with mouse, or use ASDW keys. Press F to slide to player.
		Double tap F key to instanty focus player. CTRL+1/2/3/4/5 to 'bind' map location to the current point.
		1/2/3/4/5 to jump to already bound map location.
	- Use mouse wheel to zoom in/out. If you don't have mouse wheel, you can use QE keys alternatively;
	- In inventory menu, use QE keys to equip/disaquip left/right hand items;

v0.10:
Some features:
- Basic randomly generated terrain and objects;
- 256x256 tile level;
- Tiles: Grass, Dirt, Rock;
- If you get stuck when the game is started, run the game again;

* Inventory:
	- You can drag items around different slots;
	- You can use 2 items and something will happen;
	- You can equip items. Your action possibilites change depending on the equiped item;
	- You can drop items on the ground;
	- To open inventory, press V key. (Make sure the window is focused first :D);

* Recipes:
	- Branch + branch = 50% stick;
	- 5 Sticks + 2 Flint = Axe | Pickaxe | Shovel;
	- Flint + Stone = Flint Stone;
	- Flint Stone + 2 Log = Makes fire underneath you;
	- Rock + Branch = stick;

* Tips: 
	- You can use Shovel to dig Grass and Dirt;
	- You can use Axe to chop trees and get Logs for fire;
	- You can use Pickaxe to mine Rock Tiles to get 1 Rock and 25% Flint;
	- You can add fuel to fire by having equiped Branch or Log;
	- You can pick up items you see on the ground;
	- You can find Flint lying around the world;
	- 1 whole day (night and day?) in this game lasts 5 real life minutes;
	- Dig / place Grass and Dirt tiles to make interesting looking images :D
	- Make sure you have fire going into the night! Otherwise you won't be able to do anything.
		You will probably die without fire in the future releases;
	- When inventory is open, nothing happens in-game;

* Controls:
	- ASDW to move;
	- Mouse Right Click to open action box. Press mouse left button to select desired option;
	- You can press Left Mouse Button without Right Click Box open and it will execute the top
		most options from the Right Click Box. Not every options can be accessed this way.
	- To drag items in the inventory, hold down Left Mouse Button and drag the item into the
		desired slot;
	- To open inventory, press V key.

Very nice so far!
2 points: 1. The stone looks a little bit like water so it took me some time and a look into your spritesheet to figure out why there is no rock…
2. tiles and trees are invisible at night, but they are still highlighted when you hover them, so it is not impossible to do something.

Really try to make something playable of this!

Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no u
niform with name 'u_projTrans' in shader
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(
ShaderProgram.java:293)
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(
ShaderProgram.java:283)
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(Shad
erProgram.java:549)
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(Shad
erProgram.java:537)
        at com.badlogic.gdx.graphics.g2d.SpriteBatch.setupMatrices(SpriteBatch.j
ava:1059)
        at com.badlogic.gdx.graphics.g2d.SpriteBatch.setShader(SpriteBatch.java:
1090)
        at com.cig.survival.Game.render(Game.java:79)
        at com.cig.survival.WinterSurvival.render(WinterSurvival.java:46)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
ation.java:208)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
on.java:115)

This is not the problem with the file. It is either that your graphics card doesn’t support shaders at all or that you need to update your graphics drivers… Idk man… This works perfectly fine for me… I will try to run this on other computer.

I like the lights. Lighting has always been a programming… fetish…? Hm.

Sooo been working on some “better looking terrain”, although I’m not sure if this actually looks better.

Here is a download for no-light version of the game. I wonder if the lighting code is causing the game to crash on my other computer… Lets hope not! :smiley:
https://www.mediafire.com/?17krac5wi6knleb

Looks great my friend however I would advise you to use your own graohics

The fact that I did it the same way as Notch, doesn’t mean they are not “mine”. I made everything myself from scratch. The only thing I copied was the rendering method…

It looks smoother, but the original tiles gave it a better atmosphere, maybe combine the two styles?
It’d be nice to be able to click the mouse to walk somewhere. It’d almost work without keyboard at all.

huehue darker colors make it look better :stuck_out_tongue: I’m working on the lighting though… It seems that my older color rendering method doesn’t work on older PCs.

Have the same crash with a GTX770 latest drivers…so uh :smiley:

Gonna try the no-lights version
Edit: No-lights version works.

[quote]It’d be nice to be able to click the mouse to walk somewhere. It’d almost work without keyboard at all.
[/quote]
But if so, optionally please! It was sometimes very annoying in RuneScape (You mentioned it).

No-Light version works for me aswell! Very cool so far, you should definitely keep going.

The graphics are awsome. And original.

Keep up the good work man.

I too enjoy the nice graphics that are original! Keep up the nice work, you’ve come far since you’ve joined the forum.

Thanks…

Which graphics? The original? Or the ones in the version with no lights? Because in that version they are not really original. Sure, nobody really uses them, but they are not “mine”. I didn’t think of them. Those are Notch’s graphics. I have seen those graphics when I started programming. I always wanted to reproduce them, but always failed. So I gave up… So 2 days ago I just tried to do it, and it was so simple :smiley: Here is what I was watching when I made those graphics.

The new ones! They look very peaceful and fit together really nice.

Agree.

Soooo… I got rid of the old lighting code… It was basically sending lights into shader as vec3 lights array (x,y,instensity) and vec3 lightcolor array(rgb). I would then go through all the lights I sent to shader and for every vertex and calculate contribution and add it to the lighting of that vertex.
But this approach doesn’t seem to work on all computers… I have no idea why…
I tried to implement FBO lighting, but it looked sooo bad… My original method looked just better overall and was a lot easier to control the lighting.

My original lighting code seems to work on mine PC and my brothers. It doesn’t work on older laptops that are around the house. 1 laptop that the game doesn’t work has Intel HD 4000 integrated GPU, and the other has AMD 1250 or something like that.

I’m just so lost atm… No idea why that doesn’t work… I mean, its not like those cards don’t support uniform arrays is it?

Some kind of performance test with trees… Made some progress with lights. Can support 16 lights. I think won’t need any more lights anyway…

https://www.mediafire.com/?980fjx7i8oboll6