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TIGSource ForumsCommunityDevLogsMoonQuest
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siskavard
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« Reply #1580 on: May 27, 2013, 09:15:20 AM »

The moons are so weird. I love it.
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mushbuh
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« Reply #1581 on: May 27, 2013, 03:19:42 PM »

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eigenbom
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« Reply #1582 on: May 28, 2013, 03:07:15 PM »

Glad you guys like the moons, I'm getting some good ideas about how the moons will work, can't wait to implement some. [:D]

quick update: MM can now place torches. Working on basic mobspawner today. gogogogo..
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eigenbom
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« Reply #1583 on: May 29, 2013, 03:12:06 AM »

update: basic mob spawner in place. Eventually it'll hook into the world generator so that specific mob types get spawned in certain locations/biomes. I also improved the AI, so now mobs don't walk off cliffs and can jump over obstacles. Misc other fixes. More misc stuff tomorrow, then world generation gets tackled again next week.
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eigenbom
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« Reply #1584 on: May 31, 2013, 05:09:05 PM »

#ssss: screenshot saturday sprite sheet
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C.D Buckmaster
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« Reply #1585 on: May 31, 2013, 05:47:18 PM »

Dem weapons.
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Panurge
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« Reply #1586 on: June 01, 2013, 12:05:56 AM »

I really want some Moonman pyjamas using that pattern.
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happymonster
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« Reply #1587 on: June 01, 2013, 12:17:02 AM »

Looks nice except that the background colour is too bright. Smiley

Love the cat and dog!

One thing, the weapons are all 45 degrees, which works on a status bar, but look unbalanced to me when shown in the level.
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eigenbom
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« Reply #1588 on: June 02, 2013, 11:48:26 PM »

@Panurge Ooh pajamas yeah that'd be sweet.
@HM The 45 degree items aren't too bad in-game because they hover, and so hopefully appear as conceptual separate from the 'real' world and not as 45 degree weirdly unbalanced real world things.

Update: Started thinking more seriously about world generation. I've got a couple of ideas for hierarchically building an interesting world, and hopefully over the next couple of weeks I can prototype a few things. Here's a start.. Well, hello there!


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jO
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« Reply #1589 on: June 03, 2013, 03:49:37 AM »

I really want some Moonman pyjamas using that pattern.

I second that!
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siskavard
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« Reply #1590 on: June 03, 2013, 09:29:34 AM »

I really want some Moonman pyjamas using that pattern.

I second that!

haha!! I thought the same thing!!
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Thecoolestnerdguy
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« Reply #1591 on: June 04, 2013, 04:40:43 AM »

I really want some Moonman pyjamas using that pattern.

I second that!

I third.
Pyjamas would be way cooler than t-shirts or other souvenirs.
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Sad minecraft didnt copyright squares
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« Reply #1592 on: June 05, 2013, 04:19:41 PM »

Nice progress!

Will the world be 'infinite' or a large finite map? If it's infinite, how will fluid simulation work? If finite, does it all get generated at once? Does moonman's expression ever change or is he eternally content/unfazed/oblivious? Smiley
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eigenbom
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« Reply #1593 on: June 05, 2013, 10:32:18 PM »

Update: The game will pre-generate a finite world, from small ones to large ones, depending on the parameters you supply when you click "New World". This week I started to think about how to incorporate the different elements, such as noise-based terrain and caves, regions/biomes, special areas, etc. I want more control over the terrain than just using fbm or whatever, so in this prototype I used a bunch of polygons to carve out the basic shape, including the mountain on the right and the cut-out 'underground area'. The polygons can be subdivided and smoothed etc., to give a more fractal-like surface, and I imagine I'll mark certain regions of the surface as flat when I want to place cities or farms or other things. The cave function is a placeholder, and I'll probably use the hybrid multi-fractal function so I get more interconnected and spindly caves. The strata will eventually incorporate the main mineral types, requiring you to dig deep to find the good stuff. The forest region is specified with a simple shape, of which a bunch of random samples are taken to place the plants (the little green stalks in the image). The other important thing to do in the generation phase is to tag the different subchunks (16x16 blocks) with "features", such as "cave", "forest", "blah" -- this will feed into the ambient soundscape system and the enemy spawning system. BYE! And yes, pamajamas, can someone make them please??


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eigenbom
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« Reply #1594 on: June 06, 2013, 10:50:02 PM »

Thinking about trees..
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« Reply #1595 on: June 07, 2013, 02:46:37 AM »

maybe i missed it but is there some kind of gameplay video around somewhere?
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« Reply #1596 on: June 07, 2013, 03:31:58 PM »

There's nothing recent, I'll upload a new one in a month or so. Smiley
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siskavard
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« Reply #1597 on: June 08, 2013, 04:05:08 PM »

what is that stuff, paper?
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Belimoth
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« Reply #1598 on: June 08, 2013, 07:05:32 PM »

So retro.
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eigenbom
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« Reply #1599 on: June 09, 2013, 11:57:26 PM »

Update: Worked on trees today.


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