During the weekend, I worked heavily on implementing new interfaces and drawing their textures. I decided to change how the crucible is going to work: only refined minerals will be able to be melted. To refine minerals, they must be processed in a refinery. Refineries extract slag from the minerals and give purified versions of the minerals.
I have also decided to tackle chunk loading early! Because I am so ahead of schedule, I've decided to take on the most challenging pieces first. I'm also planning on rewriting the way blocks are handled in the world. Right now, they are objects, which take up a lot of CPU. I'm planning on storing the variables of each block in chunks and displaying the blocks as tiles, which has much less of an impact on performance. With chunk loading and tiles in play, Crevis will be well-optimized for even the trashiest of computers.
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 Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday.