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ALEC'S

Developer Blog

Inventory redesign

9/28/2016

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Hello everyone!

Today, my main focus was redesigning the very messy and glitchy inventory. The inventory was one of the many things that frustrated me, because sometimes slots would disappear, the tooltip for the items would appear under the slots, etc, etc. The design of the slots were inconsistent as well. All of these issues are solved (or at least, I hope so) with the new inventory that I have created.
Picture
Until next time!
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Biome screenshots

9/27/2016

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Hello everyone!

As promised, I have several screenshots of the in-development biomes! There are many more to come, and these are just a few of them.
Until next time!
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Biomes

9/26/2016

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Hello everyone!

Today, and in the following week, my main focus will be biomes. With the new "world generation" system, I can create any biomes I want without following an algorithm, so I'm able to tune it to exactly the way I need it to be.

Today, I've set up a plethora of macros that allow me to refer to a biome's ID in the code without looking up the number. The biomes that exist so far are:
  1. Lush hills
  2. Plains
  3. Desert hills
  4. Desert plains
  5. Savanna plateau
  6. Savanna plains
  7. Mesa
  8. Alpine forest
  9. Bamboo forest
  10. Brushland
  11. Chaparral
  12. Cherry blossom forest
  13. Coniferous forest
  14. Dead forest
  15. Eucalyptus forest
  16. Flower field
  17. Grove
  18. Poppy field
  19. Mountains
  20. Dark forest
  21. Redwood forest
  22. Steppe
  23. Tropical
  24. Tundra
  25. Magma
  26. Emotive
Each of these biomes will offer different and unique terrain, some biomes having materials unique to them, such as the bamboo forest, where bamboo can be found.

Hopefully, snapshots of all of the following biomes can be released tomorrow or on Wednesday.

​Until next time!
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Crafting and worldmasks

9/25/2016

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Hello everyone!

The 1 week break that Crevis was taking is now over! Crevis has now returned to full production.

Today, I worked primarily on two things. Firstly, however, I bought a new textbox engine to use for Crevis, and I will be utilizing this for crafting. The way crafting will work is as follows:
  • There is a textbox that allows you to select what item you would like to craft
  • Simply type the name or the ID of the item, and it will either craft it, or show you the necessary components to do so, or that the crafting table you are using is not powerful enough
I am also redoing the layout and design of the inventory, and am making the inventory "menu" a lot cleaner, as it's very congested at the moment.

I have also been working on worldmasks, which are the two world-sized masks on either side of a chunk. If a player touches a worldmask, the player teleports to the next chunk.

As a reminder, the world is broken up into a large number of chunks, which reduces lag. 

Thank you everyone for being patient, and sorry for the wait!
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aRT, THE GALAXY, AND ORGANIZATION

9/19/2016

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Hello everybody!

Sorry for the delay in posts. The main focus of this week will be the art, the galaxy, and the organization of the project. Crevis is very unorganized (that's just how I am) so I'll be spending a lot of time focusing on organizing it so that it's easier to work. 

In terms of the galaxy, I'm talking about space exploration and anything of the sort. Currently, I'm focusing on creating space ships out of any blocks. I'm working on some kind of system that can detect what blocks are apart of the spaceship.

In terms of art, I'm going to continue to rework the rest of the sprites, as well as incorporate some of the other races into the game.

​Until next time!
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    Task

    February's task is to improve the combat system and create a system for enemies and their AI.

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    The author of the blog is Alec. He posts weekly, usually on the weekends on Saturday.

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