Update #38 - Environmental Design And Tweaks

Hello again! I hope you're having a great week so far. While I did some coding this week, the majority of my time was spent on artwork. I'll discuss the minor code tweaks first:

  • Finished the AnimatedObject class.
  • Various improvements to the tile editor
  • Decreased performance-degrading calculations in flora class, resulting in a noticable FPS increase.
  • Improved how walls deal with character jumping.

Environmental Design

Some tiles and objects from this week's work.

Some tiles and objects from this week's work.

Changes To Previous Work:

  • Redid wooden door frames and well roof
  • Recolored ground twigs

Tiles:

  • Fences (seventeen tiles)
  • Temple roof (twenty-seven tiles)
  • Wooden bridge (eight tiles)
  • Ladder (nine tiles)
  • Rope upwards (two variants)
  • Book lectern (one variant)
  • Mud puddles (four variants)

Objects:

  • Bucket (three variants)

Sadly, I didn't finish the cliffs in time to justify mentioning here. They will very likely be apart of next week's update, alongside animated river and/or pond tiles. These are the biggest obstacle left, then I could start building some maps in-game.


Additionally, I removed some of the random taglines seen at the top of the page, and added a few to take their place. I'm working to add a bunch of game references over time, as well as some nice hidden content eventually. I backed Font Awesome Pro on Kickstarter a few weeks ago, so you can expect to see it on here in the coming months.

If you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #37 - Artwork & Trees!

Greetings! Surprisingly, I didn't do much minor changes this week. Art has kept me busy! Here is the one change:

  • A few performance tweaks to WavyFlora.cs.

Artwork

A selection of tiles from this week's work.

A selection of tiles from this week's work.

Inner Temple Tiles:

  • Flooring (brick with wood trim, pictured above)
  • Wooden brick columns
  • Wooden edge (second floor, pictured above)
  • Wooden railing (second floor, pictured above)
  • Pews (normal and broken versions)
  • Walls (three variants)

Objects:

  • Shelves with books (three variants)
  • Shelves with candles (two variants)
  • Wooden trap door
  • Palewood tree (more info below)

Other changes include improved rock color and wooden trim to the outer temple tiles.


Trees

  • Randomness. Randomly selected stump, trunk, branches, and tree top textures, and randomly positioned branches.
  • Coordinate-based Seed. Though the random variables are different per object, they will remained unchanged even after the map is reloaded.
  • Falling Leaves. Leaves can be seen falling in the video above.
  • Wind. All of the tree's elements (except stumps) are affected by the wind.

For now, they are merely eye candy. However, after PoE hits post-alpha, I'll almost immediately start work on resource collecting. This will allow the player to chop down trees, mine for ores, etc.


If you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #36 - Artwork & Code Tweaks

Friday again! I hope you all had a wonderful Thanksgiving. Here is the minor changelog:

  • Characters will now be damaged depending on fall height.
  • Added a "relativity" vector to the AttachToObject class for offsetting attached objects.
  • Added shadows to game world items.
  • Changed how AttachToObject sets object position, allowing for greater flexibility.
  • Moved "uniqueID" from BaseFlora.cs to GameObject.cs. This is for saving/loading purposes.
  • Added the following switches: TwoWaySwitch, TimeSwitch, LockSwitch, TimeButton, LockButton
  • Added the code for spreading fire from object to object. It'll be added on the first post-alpha update.
  • Added Populate() method to GameObject class. This allows multiple objects to be copied around the original object, and works well with flora.
  • Added a boolean that checks if the GameObject is moving.
  • A small variety of performance tweaks to Flora and GameObject classes.
  • Adding object recycling to emitters.
  • Added AnimatedObject.cs.

Artwork

Animations:

  • Two-way button
  • Lock button
  • Time button
  • Two-way lever
  • One-way lever
  • Time lever
  • Two-way wall switch
  • One-way wall switch
  • Well wheel with rope
  • Lantern post

Objects:

  • Six gravestones
  • Five types of flora
Improved dirt, stone pathways, lantern post, and a well.

Improved dirt, stone pathways, lantern post, and a well.

Tiles:

  • Improved grass
  • Improved dirt
  • Thirty-six grass pathways
  • Thirty-two stone pathways

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #35 - Tileset Work & GameObject Height

Friday at last. It's been awhile, huh? I've been churning out a good portion of artwork and code this week, and the alpha inches closer every week. Let's take a look at the minor changes:

  • Fixed an issue related to the Ore Smelter. Exiting the UI with only fuel burning caused the item in the fuel slot to disappear forever.
  • Improved how the game differentiates from UI clicking and combat clicking.
  • Tweaked how AttachToObject functions.
  • Added new GameObject classes: ParseGroup, SmoothLerp, and CircleLerp.

Tileset Work

It was a fairly productive week in terms of artwork, though there is still plenty more environmental and structural design. Here is a summary:

Objects:

  • Small candle (three variants, lit and unlit)
  • Small Crate (front and angled variants)
  • Medium Crate (front)
  • Barrel (closed and opened)
  • Small Rock Cluster (four variants)
  • Medium Rock Cluster (three variants)
  • Dead Twig Cluster (three variants)
  • Well Wheel (unanimated)

Tiles:

  • Well Base & Top
  • 1x2 Wooden Door
  • Nine Stair-related Tiles
  • Wooden Flooring
  • Eight Cliff-related Tiles
  • Hole
  • Twenty Grass-related Tiles
  • Wooden Ladder
  • Wooden Lattice Window
  • Eleven Rail-related Tiles

GameObject Height

If you've been following my work for awhile, you might have an idea of what a GameObject is. In the context of my game, anything that is in the current map is a GameObject. Any changes made to this class benefit all classes that derive from it, like flora, switches, or characters.

I decided to make height (and subsequently gravity) a standard for all objects so that it can be manipulated easily by other objects. Imagine an important item that falls out of the ceiling onto a pedestal after killing the dungeon boss. For demonstration purposes, I opted for something more ridiculous in the video above: jumping flowers.


As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #34 - Armor Icons & Timer Program

Hello! I'll skip the intro this time. Here's a list of minor code tweaks:

  • Various improvements to flame renown. I've never spoken of this until now, and that's okay.
  • Changed currently rested at monument particles from basic "Particle" class to "TrailParticle" class.
  • Temporarily disabled access to the "Souls" UI.

Armor Icons

This week I completed the third set of armor (Old Knight set). Now I only have two more sets to go, and then a few capes and cloaks.

The Old Knight armor set.

The Old Knight armor set.


Timer Program

I've been meaning to create my own program to track my work time, and here it is! There are a few features that separate it from the program I was using before:

  • Infinite Counters. The other program had infinite countdown timers, but only one timer that counts up.
  • Inactivity Tracking. If the mouse and keyboard are inactive for longer than thiry seconds, the timer below will count up. This is useful for those times when you forget to pause a timer and walk away.
  • Reset/Delete All. Buttons to reset or delete all of the timers.
  • Calculate Total (not pictured). A button that calculates the combined time of all timers.

It works surprisingly well, and only took seven hours to complete.


As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy