OK - sorry. I should have posted sooner.
I’ve been working on the new version of the game for about three weeks. It’s about 80% of what I had in the original version (after 3-6 months of development). I’ll be releasing it fairly soon, because it’s a pretty solid engine, which will hopefully show my hard work.
Here’s a rough list of the features I’ve implemented so far:
Procedural Generation of a planet 10,000 by 10,000 pixels in less than a second (very basic so far - I need to work on this more). > 2 unique enemy types, with individual AI for each (Passive and Aggressive) > Tools, weapons, and materials to pick up and collect. > Ability to examine, equip or throw any item from your inventory. > Hold up to 34 items in your inventory as you travel, and store 120 more in your base. > Wield the axe to chop down trees and collect wood. > Each item / tool / weapon in the game is made from up to 3 material types (ie: copper axe is made from: 5 wood, 3 copper, 1 rope) > Ability to store items, or break them down into the materials they are made from. > Crafting system, with the ability to craft items and tools from materials.
There are a few bugs I need to iron out, as well as expanding the game slightly and tidying a few things up before a public release. But compared to the last version, this runs extremely smoothly and is a lot more optimised and well made.
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