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July 24, 2021, 12:00:20 AM

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Okcode
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« on: May 04, 2021, 06:57:14 AM »

Game website (Download here)
Terral Wiki
Terral Discord

On December 5, 2020, I started developing the Terral game.
Initially, I planned to just make a small clone of Minecraft for training.
But over time, the game has evolved, now I have a lot of ideas that I plan to implement in the future!

I am currently developing a minor update 0.1.0.1.

Screenshots:



« Last Edit: July 04, 2021, 01:06:08 PM by Okcode » Logged
muki
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« Reply #1 on: May 04, 2021, 07:20:36 AM »

Hi. You appear to be new here. You should probably introduce yourself before posting a devlog.

https://forums.tigsource.com/index.php?topic=71630.0

Also, without screenshots or any info at all, simply linking to an exe is a bit sus.  Ninja
And it somewhat goes against the spirit of "devlog".
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Okcode
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« Reply #2 on: May 04, 2021, 07:32:41 AM »

Hi. You appear to be new here. You should probably introduce yourself before posting a devlog.

https://forums.tigsource.com/index.php?topic=71630.0

Also, without screenshots or any info at all, simply linking to an exe is a bit sus.  Ninja
And it somewhat goes against the spirit of "devlog".


Thank You!
Now I will try to post screenshots and a little more information.
« Last Edit: May 09, 2021, 03:28:50 AM by Okcode » Logged
Okcode
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« Reply #3 on: May 04, 2021, 09:42:41 AM »

I added support for importing 3D models.
Now everything is ready to add mobs.

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Okcode
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« Reply #4 on: May 17, 2021, 06:46:13 AM »

Hey!
For about two weeks I've been working on the improved world generation coming in 0.1.0.
Here's a screenshot:



How did I do it?

I am using 2D perlin noise to generate terrain in my game.
Previously, the following formula was used to generate:
height = (main height * 32 + additional height * 24).

I started looking for a way to improve the generation.
An idea appeared - to use the generation formula from old minecraft versions:
height = (main height + (roughness * details)) * 64 + 64.
It didn't work as expected.

I decided to temporarily remove the roughness and details and try to work on the main shape.
As a result, I deduced the necessary parameters for generating mountains from the plateau above.

Next, to make the plateau look less empty, I decided to add some roughness. Its role was played by the perlin noise function with other values.

As a result, we got the following formula:
height = ((min (0.9, (main height + 0.4) ^ 3)) ^ 2 + roughness / 2) * 64 + 48.
Or more simply:
height = (main height + roughness) * 64 + 48.

Then I decided that the landscape only looked dull from the mountains.
I added different types of terrain: mountainous and flat.
The result is the following formula (simplified notation):
height = ((main height + roughness) * 64 + 48) * (1-terrain coefficient) + (roughness * 64 + 48) * terrain coefficient.

What is the terrain coefficient in the above formula? This is another function of perlin noise.

Thus, landscapes appear in the game as in the picture.
« Last Edit: June 05, 2021, 10:11:00 AM by Okcode » Logged
Okcode
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« Reply #5 on: May 19, 2021, 07:35:33 AM »

Terral now has its own Wiki!
Terral Wiki
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Okcode
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« Reply #6 on: May 23, 2021, 01:01:03 AM »

Hey!

I finally fixed the X-Ray bug! Now you can't see through the textures.
There is a new problem: the inventory goes through the textures.
It prevents you from playing because you can't see your inventory. Now I'll try to fix it.
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Okcode
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« Reply #7 on: May 23, 2021, 03:55:03 AM »

Now you can see Terral updates list: Terral History
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Okcode
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« Reply #8 on: May 23, 2021, 06:39:43 AM »

I have fixed an inventory bug. It was very simple.
I don't understand why it took so long to solve it.
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Okcode
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« Reply #9 on: May 24, 2021, 07:08:29 AM »

Hi!

I've been busy adding mobs to Terral lately. I plan to write some short devlogs about this.

To begin with, it was necessary to decide how the models of mobs would be stored - in code or in separate files.
In Minecraft, models are stored in code (if I am not mistaken), but because of this there are many problems with the customization of models.
So I decided to use .obj files to store models.
I wrote the simplest parser reading line-by-line information from .obj.
The only problem was the inability to animate the model using my parser. I will solve this problem in the future by creating several models for frame-by-frame animation. It may seem silly, but it is the easiest and most convenient way.

In the next devlog, I'm going to talk about the creation of mobs and physics for them.

Bye!
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Okcode
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« Reply #10 on: May 24, 2021, 08:42:20 PM »

Hi!

This is the second devlog from the series "How I added mobs." You might have wondered after the previous motto: "When will we see mobs in the game?." I answer: you will see mobs in version 0.1.0.

And in this devlog, I'll talk about adding mobs to the game.
After writing a parser to import models, I created the "mob" structure, which contained all the information about the mob (at that time only its position in space). I created a function to draw and miscalculate mobs.
As an example model, I used a cow model.
I added gravity. Then I changed the function of removing blocks so that with its help the player can harm mobs. I also added a little damage effect
Also, for example, I added a random movement along the x coordinate. After I added a collision check so that the cow does not pass through the textures. After that, I added a simple AI forcing the mob to accidentally move and removed the random change in the x coordinate.

I will write about the AI device in the next devlog.

Bye!
« Last Edit: May 25, 2021, 03:45:56 AM by Okcode » Logged
Okcode
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« Reply #11 on: June 04, 2021, 05:25:00 AM »



Hi!

I haven't written anything in a while. I'm planning to release a trailer for update 0.1.0 soon. It will be publicly available on youtube. The trailer will announce the release date of the update. Immediately after the release of 0.1.0 I plan to finish my series of devlogs about mobs and start a series about game mechanics. Also after 0.1.0 a series of smaller updates (0.1.1, 0.1.2, 0.1.3, 0.1.4) is planned. After that I plan to start developing the VERY large update 0.1.5.

In the meantime, another screenshot from 0.1.0.
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Okcode
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« Reply #12 on: June 06, 2021, 12:46:39 PM »

Hi!

I have now added support for generating structures. The first structure is a dungeon. Now you can find small rooms with spawners inside mines. Terral dungeons are different from Minecraft dungeons.
Here is a screenshot:



This is it.
Bye!
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Okcode
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« Reply #13 on: June 07, 2021, 08:51:19 AM »

Hi!

I have improved the caves. They now appear more often. You can now find veins of cobble and earth in the caves. Also the caves have become a little flattened. I added lava lakes and redid the ore generation. The caves are now much more interesting to explore.
Screenshot:



That's all for now.
Bye!
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Okcode
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« Reply #14 on: June 08, 2021, 12:47:25 AM »

Hi!

The 0.1.0 release date is getting closer every day, and the game is getting better. Today I replayed the early builds (0.0.1, 0.0.2, 0.0.10, 0.0.10.1, 0.1.0s1, 0.1.0s2, 21w14a and several untitled versions). Terral has gotten much better.

In the last hour I have added some new features. Meet the dynamic lighting in the game! I also reworked the soft lighting, but turning it on lowers fps by 7-12.

Screenshot of the Soft and Dynamic lighting:



That's all for now!
Bye!
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Okcode
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« Reply #15 on: June 27, 2021, 08:22:04 AM »

Hi!

Just recently I published a trailer for update 0.1.0! In it you can find out what will be added to version 0.1.0, when version 0.1.0 will be released and get the link to the game's website!

Here's the trailer:




That's all for now!
Bye!
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Okcode
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« Reply #16 on: June 29, 2021, 02:27:47 AM »

Hi!

I uploaded version 0.1.0 to the web today at 1:22 pm. Now you can download it on the game's website. Also on the site you can find the changelog of version 0.1.0.

Here's the game's website: Website

That's all for now.
Bye!
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Okcode
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« Reply #17 on: July 04, 2021, 11:18:51 PM »

Hi!
Version 0.1.0.1 is out! It is already available in the launcher!
If you haven't downloaded the launcher yet, you can find it on this site: http://terral.ml.
Here you can find the list of changes in 0.1.0.1.
0.1.0.2 will be released in a couple of days and will not keep you waiting for a week.
Bye!
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Okcode
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« Reply #18 on: July 05, 2021, 08:59:17 AM »

Terral now has its own discord: Terral Discord. A lot of news will be posted there.
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Okcode
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« Reply #19 on: July 06, 2021, 12:32:45 AM »

I released an update for the terral launcher
(for now, you need to manually install it from the site).
Now the launcher is automatically launched with administrator rights.
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