by skarikMarch 8th 2014
Rendering works again
20 February 2014
by skarikFebruary 21st 2014
Was working on getting system 3 out of 5 working again, but the update to the driver along with small changes caused Nvidia driver to endlessly crash. ATI it runs fine, as usual. Regardless, the game development is on hold as the engine gets a rework on the rendering side. This new renderer is four parts despair and one part excitement for me, as while it had to be done eventually, I was hoping to postpone it until more gameplay was done.
Why not have the first proper trailer be in a proper engine renderer?
Anyways, every version is backed up if this goes bad. Here's a screenshot of the version with 2 out of 5 systems working.
14 February 2014
by skarikFebruary 14th 2014
Progress is slow. Still have five more game systems to modify to the new block indexing.
5 February 2014
by skarikFebruary 5th 2014
The project is not dead. There has been a lot of work done on the engine. One massive change has been performed in respect for the terrain system. While the game is more stable than ever before, most gameplay mechanics relating to terrain need to be recreated. Other changes involve the removal of almost all load screens, and various small performance enhancements. For example, there is no more stuttering when loading models in.
Currently, I'm coding this project solo. I have responsibilities with school that must come first, and thus progress to the next demo will be slow.
As a sampler, here is a debug screenshot from January 4th. For scale, the divet in the center is about six feet deep.
16 December 2013
by skarikDecember 17th 2013
13 December 2013
by skarikDecember 13th 2013
26 November 2013 Update
by skarikNovember 26th 2013
7 November 2013 Update
by skarikNovember 7th 2013
Not been updating because too busy working. here's an image with stuff that was being worked on weeks ago
One thing that's of note is no more collision pre-loading, so, better framerate.
also latest Nvidia driver hates our game
5 October 2013 Update
by skarikOctober 5th 2013
Below image powered by this
A lot of code has been written, a lot of it dealing with the NPCs. Lua integration is also progressing slowly, and extremely helpful so far with creating quick AI. Progress will speed up again once everybody stops playing Terraria and actually works on something.
23 September Update
by skarikSeptember 23rd 2013
NPC system is turning out to be a lot of work. Dealing with NPCs that are in the active game area are easy enough, but simulating behavior outside of the game area, in the rest of the world, is a considerably larger problem. Compound classes and such, and that equals no updates.
The next demo we would like to release would have a rudimentary quest system in place. That may be a long ways off (several weeks to another month) but it'll get done eventually.