Updated Project: I’ve added a survival mode, dynamic lighting, commands and block/furniture placement system. Basically a lot. This also includes a lot of bug fixes.
2D sandbox survival game that I’m working on solo. Made using Raylib and C++.
Updated Project: I’ve added a survival mode, dynamic lighting, commands and block/furniture placement system. Basically a lot. This also includes a lot of bug fixes.
2D sandbox survival game that I’m working on solo. Made using Raylib and C++.
Did a lot of things since the last ship. I made a survival mode and finally made the inventory useful by letting the player place and destroy blocks which also includes tools and ores. I also added a comprehensive cheat console with commands, operators and history. Can’t forget about all of the bug fixes.
This is a huge update for the game and it’s getting closer and closer to update 1.0.
Got everything ready for a release. Added cursor support for some of the inputs. Fixed gravity in liquids and did a bunch more. Mostly just bug fixes and testing.
Log in to leave a comment
Worked a lot more on the console. I added commands like give, fill, place and etc. I also worked on a variable system. You can now write variables directly into commands like ‘echo $hearts’ or ‘hp $maxHearts’ and even edit game variables like shown in the video. I think that this is really cool and definitely will be useful for debugging later in the future. Not to mention all of the small bug fixes I’ve done.
Log in to leave a comment
I took a long time to implement a full console in my game. It saves history, has 3 basic flow operators for command chaining and has a bunch of commands. Oh yeah, it also has a scrollback. I also fixed a lot of bugs from the previous updates.
Log in to leave a comment
Did a lot of bug fixes. Like a ton of bug fixes. And I added 4 new ores to the game - coal, iron, gold and mythril - plus all pickaxe, ore lump and bar variants. This included adding crafting materials. (Disabled lighting in the screenshots).
Log in to leave a comment
Made it so tools now drop blocks based on its level. Meaning you cannot get stone by breaking it by hand. I also changed the color palette of the game because I lost the original one. I think it looks just as good if not better than it used to.
Log in to leave a comment
Added tools and a breaking animation. Took a lot of time to get the animation to work right because I hard coded it. And I had to mirror it for both sides the player is facing. That was tough.
Log in to leave a comment
Managed to compile the game on Windows10 myself. The rest of the time went into trying to restructure my horrible architecture and it failed miserably. Basically did no progress there. I’m kind of burned out from this project, I’m going to take a break for some time and focus on other things.
Log in to leave a comment
Did some small changes like limiting the mining and placing distance. I also added a mining animation. I’ll probably ship it tomorrow, but I can’t say for sure right now. Didn’t do a lot as I’m working on my website in parallel.
Log in to leave a comment
Worked on the game quite a lot. Fixed a bunch of bugs regarding the inventory and most importantly added a way to break blocks. You can break blocks, walls and even furniture. Breaking each block drops the corresponding item and furniture can drop a bunch of different items at once. I still have a lot to do like making a block breaking and placing animation, add a cooldown on breaking blocks, as well as other small tweaks. Oh yeah, also adding tools that break blocks faster! But I’m planning to also clean up my code as it is really messy right now.
Log in to leave a comment
I tried optimizing the map renderer, but failed. All that I managed to do was fix some minor issues and optimize the debri generation. I guess it wasn’t for nothing as you can save like 0.5 seconds on world generation?
Log in to leave a comment
I made it so it’s easier to place blocks from the inventory and a new purely visual slot that activates when you select an item and close the inventory. It displays the item, amount and it’s index in the inventory. Also a lot of inventory-related bug fixes!
Now I’m going to be fully committed to developing survival mode. I just made my inventory actually usable and now you can place blocks and furniture from it. You can also pick elements with middle click if the element is in your inventory. Also did some other small QOL changes and bug fixes.
Log in to leave a comment
🔥 Neon marked your project as well cooked! As a prize for your nicely cooked project, look out for a bonus prize in the mail :)
I added a heart system and some hazards to complement it. Turned out pretty great. I made Linux and MacOS builds available on Itch.io, might make a Windows build in the future.
Just did some polish, like added a slight vignette effect, as well as interpolating between heart and breath values and adding some sine wave to them. Looks amazing! I’ll make sure to ship it some time later this evening.
Log in to leave a comment
I’ve been working on adding indicators of damage and some effects on death. I added a particle manager and death particles. I don’t want the game to be really gory, so player leaves smoke particles on death. I also made the player flash red and a number showing the amount of damage done whenever damaged. I’ll play around with the heart and breath bars and I’ll ship it.
Log in to leave a comment
I had a lot of hazards in the game, but not a death screen, so I added one. It’s super simple - it says that you’ve died and shows the time until re-spawn. It works great. Oh, I also added two fun blocks - bouncy slime platforms and bubble blocks, which player can pass, but liquids cannot. Last updates were pretty grim, I just had to add something fun!
The game is turning out great! I’ve been adding a whole lot of new things to it recently. I’ll probably work on some polish next, like adding some damage and health effects. I also love this cool test world I’ve made to test interactions.
I added suffocation whenever tiles are on your head and fall damage. Might have to tweak fall damage params in the future, but I really like the current state of the game. Now I’ll work on dying next.
Log in to leave a comment
Just added a breath and drowning system. Whenever the player’s head is below water, liquid honey or lava, the player will slowly run out of breath and when the player is out of breath, they slowly lose HP. Was trying out different UI layouts, but went up with the classic Terraria one, where the bubbles appear right on top of the player. This marks 2/4 hazards that I want to implement before shipping 0.1. The next two will be suffocation in blocks and fall damage. Will add sound effects in the future.
Log in to leave a comment
I added a heart system and a regeneration system. Currently has no cool effects and looks kind of bland, but I’ll work on it right after adding more hazards, like fall damage, suffocation, drowning, etc. Right now only lava can hurt you and honey boosts regeneration. I’m pretty sure solid honey blocks also do that. Oh, and it is impossible to die right now, that’s why the character survived with no HP. That will also be addressed in the future.
Log in to leave a comment