Wilderness To Home

looking good.

the game seems to run slower and slower as i walk further across the map.
it also used an awful lot of cpu power for what i can see as not a lot on screen, it makes a lot of heat come out the side of the laptop. is that just because of the lighting or have you got something inefficient happening in the rendering?

also, do something about the player getting stuck in trees at startup, it gets pretty annoying having to close and restart the program 5+ times before i can walk around.

Enable vsync to limit fps.
There are so many trees, because I wanted to test performance.
Stop pointing out obvious things plz… Better suggest something to implement. For example: caves with ores to mine.

I’d like to suggest caves with ores to mine ;D

Great suggestion thanks!
XD

Ummm do you guyz think game like this should have infinite terrain?
I figured that if I was to implement that, I should do it now, because later it will be a real bitch…

Depends on the playstyle of your game.

Gather resources, build some shit, survive, explore dungeons / strange other world places.

I would really love to make this game like minecraft, but you wouldn’t lose the feeling of need to survive. In minecraft you have that feeling to survive, but then the first night comes and that feeling is no more. I mean, you should always have that urge to survive, not build/create.

:open_mouth: You can get some interesting terrain shapes by generating 8x8 noise tile piece and rendering tile made out of 4 these at random direction of 0, 90, 180 or 270 degrees. I got some shuriken art going on :smiley:

If you want to make this game focused on surviving then don’t make food easy to collect and don’t let the player get too much stronger than the enemies.

Added some stuffs… You might be able to play a little. In the next week it will be a playable version!

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

Added A* path finding algo… I though it would be much more difficult :smiley:

Now don’t have to go around stuff manually :smiley:

Hmmmmmmmm. So today I was messing around with a new feature which has something to do with lighting. Basically calculating how lit the player was from lighting, and if light was 0, than damage the player or something like that, so that player would have to have light source always.
Previous to this moment, I was calculating lighting on the GPU which was really fast.
I then transferred that code to the CPU so I could calculated lighting for player and know how lit player is.
I then thought I would try to calculate all the lighting on the CPU. Here are the results.

Here are some features of different kind of lighting modes that I will implement today. Hopefully everyone will be able to play the game now :smiley:

Here are pros/cons/features of different lighting modes:
GPU Lighting with dynamic indexing (i++)

  • Almost no cost;
  • Infinite amount of lights (theoretically, if you have infinite computing power);
  • Smallest amount of computers can run this code;

GPU Lighting with NO dynamic indexing

  • Almost no cost;
  • Finite amount of lights. This depends on how many lights you write in vertex shader;
  • Middle amount of computers can run this code;

CPU Lighting

  • Kinda big cost. When I added 10 lights on my level (fires) performance dropped from 500fps to 340-350 fps (30% performance drop)
  • Infinite amount of lights.
  • Probably any computer can run this .

I will need to do some more testing and confirm my hypothesis :smiley:

After that, I will polish some bumps on my game, and will release a new version :smiley:

0.2 version is ‘officially’ released or something like that.
Original post has been updated with information and download link.

Quite nice!
But you should really add some kind of ingame explanation how to craft what.
And the water: The beaches might look quite ok, but the water is too blue. It is way more intensive than anything else.

Do you think this water color looks nicer?

No. What did you change?
I ment the color. It is blue; deep blue; all the other colors are somehow … gray … bright; pale!
The water is not. Some gray and maybe a (really) little bit green would be nice.

After a crap load of experimenting(paintnet), I managed to do this image.

Got to respect artists even more now… Art is hard work, for me at least :smiley:

Ok now some ‘experiment’ images
hue +5

hue +10

Good job!

Sadly, It doesnt run on mac. :’(

!T SHULF RAI IN NAF RII RARRLR LJS
(Translation: It should run on Mac, error please)