Hello everyone!
Today, I finished block breaking and tools. The break timers and tool implementation are much more flexible than what existed in the previous version of Crevis. Here's a lil' GIF showing off block breaking. Important info about tools
There will only one tool -- no specialized tools. For example, in Minecraft, an axe is more adept at breaking wood than dirt. In Crevis, the pickaxe breaks everything. Some pickaxes will be able to mine in larger areas (3x3, 5x5, etc) and some will be faster than others.
Aside from block breaking, I have also been working on perfecting the crafting system. Right now, the way recipes are handled is not as efficient as I would like it to be, hence why I am reworking it. As I'm currently the only one working on the content for Crevis, I'd like it to be as easy as possible for me to push out content at a fast pace.
Until next time!
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Hello everyone, Today, I gave the Crevis website a facelift by changing most of the fonts and colors. Aside from that, I worked heavily on fixing the mechanics of block breaking. Previously in Crevis each block would be loaded with variables: Each block had many variables that I had to put in by hand. The more variables that I was required to enter, the longer it took to create blocks, making content harder to push out. Now, there's only one block variable, which is the id. Because the system is very versatile and flexible, it uses less memory and it only requires one variable from the block. This is very good for speed and means that content can be pushed out at an incredible pace. I have been working on a block breaking object that can be assigned to blocks so that there is no need for the 'index' variable. It has been proving quite difficult, and I will continue to work at it.
Until next time! Hello everybody!
The new inventory system is completely done! Let's recap what this new inventory system has:
Until next time! Hello everybody!
Today was yet another progress-filled day. First, I added a hotbar so that the player can select blocks to place. I then added another row of slots that could be hidden by pressing 'E' (the extended inventory). I also added block placing, item gravity, slot selection, picking up items, and stack size customization. Currently I'm working on item swapping (clicking and dragging an item out of a slot), and it is proving to be quite difficult. After this, the inventory system is essentially finished... meaning a video! Until next time! |
TaskFebruary's task is to improve the combat system and create a system for enemies and their AI.
AuthorThe author of the blog is Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday. CategoriesArchives
February 2019
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