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TIGSource ForumsCommunityDevLogsOff Road (new title) - Procedural farming and survival game
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Author Topic: Off Road (new title) - Procedural farming and survival game  (Read 11056 times)
washk
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« Reply #20 on: October 17, 2016, 12:33:23 PM »

Devlog #Update 6



Hey, still hard at work, been working on a lot of systems that were not very graphic, or half finished. Now that I finished some of the stuff I can start showing more about the game again.

  • Player have a health bar and a mental bar
  • Added the 2 axes the game is build around, "The Road" and "The River"
  • Entities now have health bars
  • Added a first version of a full screen map
  • Wolves are now hunting, rabbits and player
  • Lot of work on making the environment looking better
  • Added bees and fireflies
  • Refactored a lot of the gameworld code, it's much easier now, so quicker to execute, and simpler to manipulate and modify by the player



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AlexDeee
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« Reply #21 on: October 17, 2016, 12:53:03 PM »

That's looking really good, loving your art style, hope to see updates more often Smiley
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RujiK
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« Reply #22 on: October 19, 2016, 09:32:39 AM »

Nice water! Is it animated? Only thing is the top shoreline looks weird since the ripples don't actually touch the shoreline.
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washk
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« Reply #23 on: October 19, 2016, 02:11:12 PM »

Nice water! Is it animated? Only thing is the top shoreline looks weird since the ripples don't actually touch the shoreline.

I must say I spent hours after hours on the plain water, then I saw yours, something clicked and it was done in two hours. I have to figure something for the shoreline while keeping the layers coherent, and taking into account the constraints of being able to modify the world.

Will update with a gif of the animated water, once I figured that out.
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RujiK
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« Reply #24 on: October 21, 2016, 08:09:22 AM »

Did you see my shoreline woes as well? I had a heck of a time trying to get it to look right.

1. Wave (Most obvious on bottom tiles)          2. Wobble


3. Sparkle                                          4. Glow/Pseudo wave


5. Mix of 1,2,3


Hopefully that helps a little and you won't need to waste time trying 5 different styles. Good luck!
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washk
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« Reply #25 on: October 21, 2016, 02:39:22 PM »

Did you see my shoreline woes as well? I had a heck of a time trying to get it to look right.

Yes it looks f..ing awesome, I want to tackle that soon.
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washk
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« Reply #26 on: January 16, 2017, 02:23:04 PM »

Devlog #Update 7

So here is the progress with the water, it's on the right track, I had good tries that were a bit too much "pool ripples" for me.


I still work a lot on the colors too.


Now that my newborn is beginning to sleep at night, I can go back to work on the game. 2017 focus will be on environment with 3 directions :
- animate the animals sprites I have been working on, it means eating, sleeping, dieing, attacking ... and code the associated behaviors for all animals
- add biomes, swamp biome would be nice
- add more diversity in plants, trees, rocks, ... etc

I want to make a world that feel alive.

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RujiK
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« Reply #27 on: January 17, 2017, 01:48:23 PM »

Nice water! That buffalo looks like it's going to take a long time to animate! Swamp biome sounds cool. I need to put one in my game too.
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washk
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« Reply #28 on: January 18, 2017, 09:04:41 AM »

Well 2017 will be about simplifying animals while still making them look better, as well at getting really better at animating anything. Quite a challenge.
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Mixer
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« Reply #29 on: January 18, 2017, 02:07:15 PM »

I really like the art, everything seems to fit well together in the world. I like your concept for a better type of farming game too, good luck.
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I'm currently making a dungeon game, check it out :D
https://forums.tigsource.com/index.php?topic=59139.0
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