#2 - Update


UPDATE:

  • Parallax Backgrounds - Prototype complete (To Do: Illustrations)
  • Loading Screen
  • Chop Down Trees
  • Destroy Blocks
  • Place Blocks
  • Water Simulation
  • Change tree/foliage to single sprite for animations (wind/felling/growth)
  • Fix weapon/gear equip

CORE MECHANICS:

  • Destroy Blocks - Prototype complete. To do:
    • destroy blocks = drop item
    • can't destroy if item/tree on top
    • show destruction animation
  • Place Blocks - Prototype complete. To do
    • update to save system
    • Create all block tiles (grass, dirt, green stone, stone)
  • Craft Items - Prototype complete. To do
    • update to save system
    • add all items
  • Place Items - Prototype complete. To do
    • update to save system
  • Water Sim - Prototype complete. To do
    • optimise performance (do I really need to load every block to the array or should I chunk the save file, so I only load what I need?)
    • update save system

NEXT STEPS:

  • Day/Night Cycle
  • NPC LifeSim  
    • Eat
    • Sleep
    • Social (chat dialogue) - Talk OR Pat/Feed (for animals)
    • Hunt
  • Seed / Plant Growth Sim
  • Optimise Save System

KNOWN BUGS:

  • Stitch chunks is recursive - Should be called once on block create since the values are all saved in the generator's index. (THIS IS THE MOST EXPENSIVE FUNC)
  • Stitch background tiles
  • On tile destroy, check if it's a border block. If so, then remove the invisible stitch block. 
  • The spawn chunk zone is too small. Needs to be larger than camera otherwise you can see the chunks loading. 
  • Chunk Pool Manager is not recycling properly (reset spawned objects and collision)
  • Player mesh glitches
  • Lighting - pool manager is using lighting from previously loaded tile. Needs to be reset on load..
  • Weapon collider is hitting things it shouldn't
  • Tree sprite margin needs to be bigger + add variants + reduce curve on collision with player
  • On place block remove liquid
  • Stop attack hitbox from interacting with ground/blocks
  • Water is bound to the initially loaded chunks

Get Terrarium and the Plot Within [ALPHA 016]

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