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TIGSource ForumsCommunityDevLogsExplorium: An exploration sandbox experience
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Author Topic: Explorium: An exploration sandbox experience  (Read 1889 times)
_bm
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« on: October 30, 2014, 11:33:29 AM »


Explorium is an infinite multiplayer 2D sandbox that aims for a more atmospheric and dynamic feel than other sandbox titles. This game is in development by Souper Games.


Video 1  Hand Any Key

Video 2  Hand Any Key

Video 3  Hand Any Key

Explorium is a multiplayer 2D sandbox game with infinite terrain. With this game we am aim to create a sandbox game that doesn't fall to the woes of pointless tiering up and boring linear progression. The game will instead contain a much less linear progression, and a much bigger focus on pure exploration.
Right now the game is in pre-alpha. When the game reaches the alpha stage it will be free-to-play. Later on we plan to sell Explorium.

Current Features:
• A powerful and efficient engine with 'infinite' procedurally generated terrain.
• An extensive and beautiful soundtrack by Battery-Powered Predator.
• Singleplayer and online + LAN multiplayer.
• Smooth, pretty colored lighting.

Planned Features:
• A unique crafting system involving realistic-ish systems and material costs.
• Thousands of unique items, including treasure, weapons, tools, materials, etc.
• Liquid*, fire and heat simulation.
• A challenging and strategic combat system involving dodging, blocking, shielding and more.
• Player customization.
• Alternate dimensions to which you can travel to from build-able portals.
*Liquid simulation is already coded, but not yet implemented in-game.

Links:
IndieDB Page
On Our Blog
Tumblr DevLog
Gamejolt Page
« Last Edit: January 21, 2015, 10:23:06 AM by Lemoncreme » Logged

_bm
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« Reply #1 on: November 21, 2014, 03:34:43 PM »

Update: Added new structure placement system that functions properly over chunk bounds. Trees are the only such structure at the moment. They are no longer cut off by the edges of chunks.

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« Reply #2 on: November 23, 2014, 06:50:05 PM »

Update: Added new tree variations.

« Last Edit: November 26, 2014, 10:38:32 PM by Lemoncreme » Logged

_bm
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« Reply #3 on: November 24, 2014, 02:21:04 PM »

Update: added new colored crystals for fun.

« Last Edit: November 26, 2014, 10:37:27 PM by Lemoncreme » Logged

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« Reply #4 on: November 26, 2014, 06:49:45 AM »

good luck... u sure u wanna make it infinite sandbox?

and can't really see the player... but it's fine just dunno where the action is when I am looking at the screenshots

haven't checked out the video
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_bm
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« Reply #5 on: November 26, 2014, 10:36:33 PM »

good luck... u sure u wanna make it infinite sandbox?

and can't really see the player... but it's fine just dunno where the action is when I am looking at the screenshots

haven't checked out the video

Well the 'infinite' part is already done. You can click on the screenshots to see the full image in more detail.
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« Reply #6 on: January 19, 2015, 03:33:57 PM »

Explorium now has much better performance due to updates to the lighting engine. Lighting masks are only updated when needed. The game now does 60fps when fully zoomed out. The lighting is still wonderful color lighting with attenuation.



More in-depth explanation of lighting as it is now:
1. When a block is changed, its respective chunk's lightmaps are added to a list to be updated.
2. A chunk lighting update essentially draws to two masks. One is the source mask, which is a black square with single pixels of light where light sources are. The other is a blocking mask, which is a black and white mask where black is empty and white is a block.
3. Every step the on-screen chunks' lightmasks are drawn onto two final masks; again source and blocking. These final masks are fitted to the screen in block sizes, so every pixel is a single block.
4. The two final masks are used in a pixel shader that spreads the light, reading the blocking and source masks. The shader draws onto a final mask, and this spreading process is repeated 8 times to get maximum spread.
5. The final spread mask is stretched onto the screen on top of the unlit world.
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« Reply #7 on: January 20, 2015, 08:18:53 AM »

Experimenting with different spreading methods.

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« Reply #8 on: January 20, 2015, 09:23:42 AM »



More tests.
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« Reply #9 on: January 20, 2015, 11:04:16 AM »

Lighting now done in four passes: NSWE spread, NwSwNeSe spread, and a blur to correct some artifacts. This method is not nearly as inaccurate as the previous lighting method, which was basically just a blur.

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« Reply #10 on: January 20, 2015, 01:25:23 PM »

Here is a video of the new lighting:  Tongue

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« Reply #11 on: January 25, 2015, 05:02:31 PM »

Playtesting with my team. Added new structures (big trees, houses, floating islands) that generate randomly in the world.



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GIF
« Reply #12 on: January 28, 2015, 09:12:43 AM »

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« Reply #13 on: January 30, 2015, 03:15:25 PM »

Added a function that maps existing chunks in an area of a world. (Click for full)
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« Reply #14 on: February 01, 2015, 04:37:32 PM »



Made some pillars.
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« Reply #15 on: February 13, 2015, 09:53:50 AM »

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« Reply #16 on: June 25, 2015, 07:44:04 PM »

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« Reply #17 on: June 29, 2015, 02:16:49 PM »

An update to lighting. Again.  Tongue
Here's a preview: (Click)

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