I've been working on many, many things in the past few days. I have continued to tune the pickaxe strength so that they can offer the most balanced experience possible. I have decided to make pickaxes universal to all blocks as well, which is something I've been working on. Another important feature that I've implemented into the game is water and the physics of water. This offers new possibilities for oceans, lakes, etc.
The next feature that I'm going to be addressing is space. Over the past few days, I've had many ideas that I plan to implement, the most important being universal physics.
Planets and stars will be able to collide with each other, as well as black holes with planets.
How is it going to work?
An entirely separate dimension will be dedicated to a 'Space Radar'. You'll be able to craft one of these later on in the game, and you can use it to track all celestial activities. The planet that you spawn on, Shi'va, will be split into about 40 sections. The planet on the radar will also be split into 40 sections. If a meteor is observed on the space radar, and it hits the planet, the damage will be done to that specific section (or more sections). While an event like this may be scary, you can see the asteroid coming for a very long time, which will give you ample time to move your equipment and such.
You can also launch bombs at the asteroids, which will disintegrate them.
We are purchasing several export modules for GameMaker: Studio, which include the iOS export module, the HTML5 export module, the Universal Windows Platform module, and the Android export module.
All of these will be very useful in expanding our range of platforms. HTML5 will allow us to port the game to a browser, which will give people with Chromebooks access to the game.
Video demonstrations of these things should be completed shortly.
Until next time!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Alec. He posts weekly, usually on the weekends on Saturday.