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Monthly Archives: November 2017

Survivalnauts Devblog #6

Version: 0.4.5
Goal: A 1.0 Playable Multiplayer ALPHA Version!

Let’s make a multiplayer online survival game my brain said. It’ll be FUN it said… Kidding aside, I am enjoying this! And it’s even more enjoyable when people like you are following the project! I can’t wait to finally have a playable version for us all to survive together on!

New Character Models!! (Again)

Let’s face it, character models have looked horrid up until about now. I’ve finally come up with some character models that I’m pleased with. I’ll now be transitioning the game to fit in with this new art style. I’ll also probably spend this week getting all the kinks worked out as well as making sure all the skin tones look good.

These character models were the last thing I added this week, so some of the screen shots still have the old models.

Line of Sight

I started working on the line of sight system. Currently works well with bases. You will be able to see the foundation (floor) and the outside walls of a base. However, you need to actually go inside of a base to see what’s in it. This way raiders won’t know the layout of your base, or what’s inside… πŸ™‚

In the future, players will be able to see their own base without line of sight.
Line of sight now also affects nodes and items on the ground.
I may also make a memory system, where what you “see” will stay on your screen even after you’re out of the line of sight. However, what’s there will not update or change (if changed by other players) unless you go back and look at it again.

Base Building


Base building is now (finally) officially in the game! Basically this means you can place building objects into the game world, and those objects will load for all the other players. It also saves onto the server. Each base objects in the game are assigned a unique id which contains their hp and who placed them (their owner).

Building Plans


I’ve added Building Plans to the game. While holding this item you are able to choose what kind of base related object you’d like to place into the game world.

Constructing a Base

While holding the building plan, you can place foundations which are also your flooring, and walls whereever the foundations are!

Containers

I finished up some work on Containers. You can now equip & unequip armor from containers, as well as swap items from containers back into inventories. Last week you could only move items from your inventory to containers. Moving stacks of items also works well.

Sound

Always hated working with sound effects on games, and this is no different. But, oh, what a beautiful difference it makes!
Here are some places I’ve added sounds:
+ The inventory, when you mouse over a slot
+ When you grab an item from your inventory
+ Each item has a unique sound that it place once you move the item
+ Containers make a sound when you open them
+ Sound effect for movement

Walking Sounds

Characters will now make a different sound when walking based on the terrain they are walking on!

Cursors

I hate dealing with cursors almost as much as dealing with sound – But look! It’s fancy!

Item Name Tags

Dropped items now show name tags. I’m not too pleased with the blue glow, however I do need to add something since the items will blend in too much with the environment, but we’ll see.
I’ve also added item name tags to the inventory/containers as well.

Other Changes

~ Fixed glitch on dead bodies that was making hair displaced
~ Fixed a glitch that was messing up the server-client walking sync when you went to other rooms.
Server was creating multiple players with the same id everytime you changed rooms
+ Added a ‘teleporter’ to change planets, rather than the big black square that’s been there.
+ Did some work with Depth. You now will appear behind other objects like trees and walls instead of walking over top of them.


Survival MMO Devblog #5

Current Version: v0.4

Let there be LIGHT!

Lighting System

First thing I worked on this week was a good lighting system.
I love lighting, because it can change the whole mood and feel of the game.

Day / Night Cycles

I’ve added day and night cycles to the game. Each last about 2 minutes right now for testing purposes.

Bigger Characters

I want the game to be primarily made in 64×64. Up until this point, it’s been 32×32.
This demanded bigger character models as the old character models were under 32×32.
Sigh, I’ll miss those little guys.
This makes the game look a lot better when completely zoomed out.

Soon, I’ll begin the process of separating the hands from the body sprite, make a state-machine and then make it look more like the character is holding onto items as well as using them (swinging, holding, harvesting, attacking)

As I’ve been saying, the graphics aren’t set in stone.
Eventually, I’d like to raise money and have all the graphics redesigned! πŸ™‚

Maybe we’ll use the old character models as Garden Gnomes? πŸ˜›

Eye Color

There are now several eye colors in the game, rather than just blue. When a player joins a server his skin color, hair and face, and eye color are all randomly generated. The player can change all of this way later into the game.

Base Building

Placeable Objects


You can now place certain items on the ground, and they will stay in the world even after a server restart / server save. Unlike items you throw on the ground from your inventory which disappear after the server restarts or after a short period of time. So basically the server now saves placeable items on the ground onto the harddrive.

What this also means is I can now add items like beds, work benches, anvils, campfires, etc… So this paves the way so that I can start working on base building. This also allowed me to make working storage boxes (containers)!

Containers


I am PLEASED to announce that Containers are now in the game! These are items that you can place in the game world, and store your items (Storage Boxes, Chests, etc…). What’s cool is the server will assign it a unique ID, and save the items you put it in. When you shut the server down (or do a server save) it will save the items onto the hard drive. When you reload the server, it loads all the containers and their contents! Woohoo!

Debug Venting
I think I faced the Final Boss of Debugging with these things only to find out my issue was that two variables in two separate scripts were named the same. That sounds like an easy catch, but when there are about 60 other possible reasons why it’s not working, and you have to debug EACH of those possible reasons, it’s not very simple.

Death and Respawn

Started work on death and respawning. You used to just instantly respawn upon death. Now there’s a death screen, and your character will be removed from the game world (besides your corpse) until you respawn!

In the future, this screen will show stats about your player while he was alive as well as possible respawn points.

Server Changes

Ground Items Fix

The server has a ds grid of every item in the game, and another ds grid for the items thrown on the ground.
Whenever the server is shut down or the server is saved it removes the items on the ground.
Fixed a huge glitch that wasn’t removing the items from the ds_grid that were deleted from the ground during server saves.
This meant there were phantom items that would stay in the servers item ds_grid even though they weren’t accessible.

So basically whenever you restarted the game the items that were on the ground before were still technically in the game, just no where to be found.
This was fixed!