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I took the first huge leap towards NPCs and added some non-aggressive farm animals such as chickens, sheep, cows and pigs. This all syncs very smoothy between the server and clients.
So far all they do is walk around and occasionally stop to eat grass.
Here are some planned features with these guys:
– Chickens will lay eggs which can be used as food / hatching more chickens
– Cows can be milked and used as food/hydration
– Sheep can be sheered for their wool to craft and make clothing and other items
– All animals can be killed and harvested for their meat + other resources (feathers, hide, etc)
– Farm animals will be tamable and will follow you for a short time when tamed
– You will have the ability to breed animals and potentially have your own animal farm!
– Perhaps… Mountable horses in the future? 🙂
This is all still a work in progress, and I can’t tell you how much will actually be done before I release a playable alpha.
Also, this gives me a huge step forward towards making enemy ai, and overhauling the combat!
Thanks for all the input in the last video. I really got some great ideas that I will be unvealing in future videos!
Placing items with base building will now cost resources. Repairing your base will also cost resources. This new script also allows me to start implementing crafting as I can now remove “x” amount of resources from the players inventory.
Damage, Destroy, Repair & Upgrade…
You can now damage, destroy or upgrade your walls and foundations!
There is now a new movement system in the game. The system handles collisions very smoothly.
The server and client should also better agree on the position of the player & slaves.
Also fixed a glitch that was passing up the players walking sprites when changing directions, making the player moonwalk.
For the sake of testing, the server can now display a lot more information. You can basically see a rough view of the game world now. This help me a lot when implementing the new movement system. I might remove or expand on this depending on any server performance issues it gives me in the future. Either way, it’s very nice seeing exactly what the server sees for now! 🙂
~ Fixed inventory glitch that was crashing the Client when you moved items around
~ Fixed skin tone glitch that was making some tones look really wonky
~ Updated the stone axe sprite.
+ Servers can now send clients error messages
+ Server has a new command “/resetserver”, this will clear ALL files (player files, server saves) at once and have a fresh server.
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… 🙂
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 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).
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!
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.
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
Characters will now make a different sound when walking based on the terrain they are walking on!
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.
~ 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.
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.
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! 🙂
Maybe we’ll use the old character models as Garden Gnomes? 😛
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.
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)!
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!
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.
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!
This was one of the more difficult things I worked on this week since logging and and logging out touches nearly every part of the networking code.
You will no longer just disappear and reappear when you log off and on. Instead, you will sleep in-game.
In the future you’ll be able to loot as well as kill sleeping players.
So you’ll need to seek out a safe place to sleep, or build some sort of temporary shelter until you have a base of your own.
More Armor Types
In the beginning, your pants were also your shoes. I’ve gone ahead and separated them.
You can now equip and unequip shoes with your armor slot.
Shoes will provide various buffs / bonuses, just like any other armor type! Weeeee…
In the future, all clothing will be craftable and upgradable. 🙂
Why stop at shoes!? I went ahead and added helmets as well.
Usable / Consumable Items!
Food & Poisons
That’s one small step for Survivalnauts, one giant leap for the developer! There is now consumable food in the game which will heal you. Big deal right? Well, this means I can now add in a lot of different consumable items such as potions, poison and drinks! In fact, I went ahead and also added rotten meat to the game which damages your players health (a nod to Minecraft).
Basically, the server detects the X and Y position of your inventories ds_grid and acts accordingly.
Dropping items is now a thing. It will only stay on the ground for a few minutes and then disappear. This will be a way to get rid of studd that you don’t want.
In the future, items you do want will need to be stored in a chest.
Now, this wouldn’t be all that impressive if it was a single player game. However, since this is a survival MMO with server-side inventories this is what happens..
1. You select the X and Y of the clients inventory ds_grid and send that to the server.
2. The server sees what you have in this inventory slot and grabs the item id (itemid is a unique id for that item for another ds_grid which contains that items name, hitpoints, who created it, and other info)
3. The server removes this item from your inventory.
4. The server then adds this items id as well as it’s x and y pos to a grid called “floor_items” so that whoever logs into the game later, or loads that chunk will load that item when they’re near it.
4 & 1/2. If someone logs in after you throw the item, near the item, it will send a packet telling them there’s an item near them and where it’s at.
5. The server then detects who is near you
6. Server then sends packets to you, and every other player that is near you.
7. Once you receive the packet, it’ll then remove the item from your inventory and throw it for you and everyone else near you.
ALL THAT FOR THIS:
Minor Fixes to Inventory
~ You will no longer swing your weapon when you left click while using the inventory or hotbar.
~ When you drag your items, it no longer shows a little man but the item you are actually dragging.
How much of a resource you gather from nodes now depends on the type of tool you’re using. For example, an axe will be better to harvest wood and a pick will be best for ore. Eventually using your tools will damage them, and using the tool for the wrong purpose will damage and break the tool a lot faster.
Since this change now affects my testing of the game, I went ahead and added Pickaxes to the game! 😀
~ Fixed a glitch with the shaders where the clothes animations were not matching the walking animation.
+ Added a green “Wizirdi Shirt”… Got tired of looking at the blue shirt 😛