Thursday, May 8, 2014

Towns travelling system is in.

Just made a system where you can see the neighbor town and also be able to enter it, without loading map or anything like that (on single player).

When the town is being created, a kind of "world map" is made, with towns interconnections.
Every town have it's roads and etc, but they are not connected right ow.

I'm quite of fearing how the chunk loading will work on multiplayer, but what ever eh?


You can see on the screenshot my character near the border between the map 0 and 2, and on the lower left side, you can see the little minimap i made for the towns generation, 25 towns created and connected to each other.

The districts you see on the teasers, are blocks of chunks generated with the map, i plan on using them to setup npcs and enemies spawning, for example, what if one of these districts were dominated by bandits?

Well, there is no idea of how i could make so a player could own and do what ever he wants to that district, but until then...

See ya on next teaser.

Ps:. World objects generation quite sucks.

Tuesday, May 6, 2014

News about my not yet named town game.

Have some time you guys have no news about my projects, right?
I am working now on a project of game which involves randomly generated towns with randomly generated features.

I am aiming on the game being a RPG with quests and leveling, aswell as may have expertises to train and be better at something.

Thanks to this project, i learned how i do jumping on top down games, quite of using the same way i do on platform games, but instead i have to check if the jumping height is the same or lower than the current player position, to then deactivate jump.

The Jumping system were also implemented on Tamers Network Reborn, now players jumps ledges, but i will not release a update with that feature, i'll talk more about TNR on the end of this post.

 One of the major features i implemented is a kind of biome system, like you can see on the photo, where you can see a lake in between the roads.

The generation system kinda sucks right now, but i'll try to make it better, but at least may not give-me more head ache than...
The highways, i passed a entire day programming those to make them work propperly, then i noticed i needed to generate them separatelly.

There is nothing of so much special about Highways, beside being a larger road.

I'll now try to work on some items and a few things, like collect apple from trees, or make an axe to cut them. But since it's an alpha idea, things may change until the final version...

And talking about these kinds of thing... On this project, on the future, you will be possible to select the map size, and how large will be it's chunks, Beside i tried to do a 64x64x32 sized world and game froze, and i do not recommend anyone to try that on the future, a smaller world size is also awesome.

And about Tamers Network, i plan on the future, remaking the game and remove it's unstabilities, one of the bothering ones is the "close the game to stutter the pc", i want to avoid to the max that issue.

Also, i guess that to the project suceed, the best thing i should do is recruit party members or learn to sketch.
Until then, better i get some work on this little project.

Until next news.

Friday, May 2, 2014

Miss PokéGen? I have a copy that i may share.

I were holding this copy of PokéGen with me, i guess it's up to date, since the game may be out of air soon.

You may get the game here, just open pokegen/PokeGen.exe to play the game.



Mega: https://mega.nz/#!h9h2iYbS!5JGe3DQrVPswxqo_sIis6qN5Ud5PuQWDleEPp47eZfU
Google Drive: https://drive.google.com/open?id=1kYmn982hgSXcfr9qyy5VvTXAguzLyoWL

Have fun.