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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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Data Realms Elite
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Post Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
Geti's made a lovely system, and you're all just ignoring it.


Mon Feb 28, 2011 5:39 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - NEW SITE
;-;

But seriously guys, it'd be nice for some discussion to spring up over there.

I'm going out in ~1 hour but hopefully I can work something out with the chunks and their glitchy support issues before then I head off.


Tue Mar 01, 2011 4:18 am
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
New Testing version with infinite terrain and a lot of bugs!

I'm looking into ways of propagating support without propagating massive lag across the now potentially massive set of tiles. Also have to do output for saving and sequential loading so that hitting "play" doesn't cause huge lag with a large map. I might make a loader class; lo and behold the day of a loading bar may have arrived...

Bed time. Very bed time. 530 start tomorrow heading towards ten now bed time ugh plah.


Tue Mar 01, 2011 11:40 am
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
This is basically a side scroller minecraft.
I'M LOVIN' IT!


Tue Mar 01, 2011 12:01 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
FPS readings (hit ~) after walking off into the mess of squares would be appreciated, along with system specs :)


Tue Mar 01, 2011 8:32 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Still on Testing! -> Not on the page yet! -> Click here to play!

Image
Welcome home.


Sorry folks, no zombies yet! That's because I've drastically altered the way the world works and so I've got to tweak how they interact with it. I've also got to iron out all those huge AI Issues. However, things that are working:
  • Procedural Level! Not streaming yet, but at least a little more interesting! That means there's a pretty huge performance hit if you go wandering off on older hardware but those of you with the clock cycles can go off and hit up the wilderness (which is currently pretty sparse).
  • Cool support system! I'm annoyed to find that this system works better than the previous one by a lot. Build to your hearts content and then enjoy watching the fireworks as you bash out the pillars and the whole thing comes crashing down!


Image
So maybe the caves don't all line up.


Known Bugs:
  • Screwy Support: for some reason the seams between some chunks are broken, afaik it's the edge of existing chunks facing into newly generated ones. This'll screw with you climbing some of the cliffs, but whatever.
  • Botched cave generation: sometimes the caves generated are a bit crap. I'm looking into ways of making them more interesting, which will include small forts (possibly with some zeds scattered around), items to scavenge (which means more items) and also mosses and possibly seeds (though that'll be part of the plants arc of development).

Image Image
Sure do wish there was something to shoot around. Building is awesome, though.


That said, there's still a lot of work to do for this arc. Here's the short term plan!
  • Reintegrate Zombies because we all like having something to shoot. This is the main reason it's not on the official page yet..
  • Get handmade chunks loaded fairly often. This is to supplement the procedural tiles. It'll let me build some really cool situations, as well as some more smooth corners to climb up! Making buildings happen is easier this way too, though I'll look into fully procedural buildings as well. You'll be dumped into the wilderness at the start of each game once this is working, rather than at a home fort.
  • Integrate a loading stack to get rid of those nasty stalls as chunks are created. Essentially, I'll spread that processing time over a few frames.
  • Fix that damn support bug! because it makes building really huge things impossible :C
The long term plan is a bit more in-depth, but hopefully that's enough to sate you.
I'm off to bed, I'd love some comments.

If you'd direct comments here and bug reports here I'd be much obliged.


Sat Mar 05, 2011 1:42 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
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Mr longface-peon demonstrating why I should add an outline to that sprite.

In other news, I've really just got to do the "game" part of this one and then submit. Interfaces are going to be nightmarish to code but I've still got 11 days... Still, I need to get cracking.

more info here


Sat Mar 19, 2011 12:30 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Not sure if it's just something with my rig, but I can only get 11-25 fps. I've got a phenom II x3@2.1 with four gigs of ram.


Sat Mar 19, 2011 2:05 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
FoiL wrote:
Not sure if it's just something with my rig, but I can only get 11-25 fps. I've got a phenom II x3@2.1 with four gigs of ram.
It's very likely issues in optimisation. I'm not working on prelude at the moment so any bugs that're there will stay there for a while; see above ;)


Sat Mar 19, 2011 11:25 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
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It's been slow going lately with a lot of uni work, but for better or worse will be finished by this weekend.
Interface is slowly coming together. Everything has to be functional by the time I go to sleep tomorrow so I can polish content (and hopefully add some more) this weekend.


Thu Mar 24, 2011 6:33 am
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Looks like a PictureWars RTS.


Thu Mar 24, 2011 9:32 am
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
It's called pocket wars for a reason ;)


Thu Mar 24, 2011 9:50 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
I'd love more comments, guys, they're kind of drying up, though I suppose that's more my lack of content than anything. I was a bit disappointed with the lack of feedback I got on the most recent iteration of testing Prelude, though I suppose "bit laggy" is fair enough.

Image

I got side-tracked, and wanted to make something moody. Should've made more tile variations as the rocks get a bit bland deeper down but it was nice to do some non-pixel-art for a change, actually, even if I did limit the colour count and paint with a hard brush :P

There's not enough character separation but that could be a good thing with camouflage...

This might or might not turn into something, but if it does it likely won't look anything like this, I was just playing around with an idea I had today. Time to have dinner and then code some more, got to get Pocket Wars finished asap.


Fri Mar 25, 2011 9:49 am
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
A lot of tile kind of art is coming from you. I like it.

Also is his leg a rocK?


Fri Mar 25, 2011 9:59 am
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Post Re: 1 Bar Design - Development Updates and Discussion - PRELUDE
Nah, metal, but as it's all fairly blotchy it doesn't read very well. His arm's a machine as well, he's a bomb victim gone maverick rebel.
Image
Clarification.


Fri Mar 25, 2011 11:14 am
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