infamous space turtle

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Posts posted by infamous space turtle

  1. According to my podcast app the first thumbs episode was released October 10th 2008 and here we are 10 years later. 

    Big ups Thumbs, this is my favourite podcast of all time(or POAT if you will) and its had a real impact on my life as strange as that sounds. So ups to everyone, hosts to community members, ups for all.. big big ups.  



  2. Just had a go at this video gam and really enjoyed it. Only problem was when I found a third ship the framerate took a huge dive for some reason. I kept playing and found the star but didnt have enough companions and the frame rate was really low so I finished there. Still I enjoyed just cruising around looking for minerals, I managed to unlock the map but couldnt seem to find another station with components to get the rest. Anyway great job, really solid Jam. 

  3. Update 3

    All right , I have returned 

    Since my last update this game has pretty much morphed into an actual rimworld mod, albeit a super striped down one. I ended up just using a bunch of code from rimworld for pathfinding and the structure of everything is really similar. Since this contains stuff I don't own I won't be putting this up publicly, a bit in violation of jam spirit but ah well. This was kinda a personal project iv been wanting to try for ages and I shoehorned it into the jam. 


    Ill keep posting dev logs and treating it as a personal prototype for now, maybe it could be put up as an actual mod somehow in the future.. or not I don't know.

    As I said at the start, this is an idea iv had for a while and i'm really enjoying getting pieces of it onscreen.

    So far iv hit all the main goals:
    The terrain loading is now smooth and surprisingly effective. Currently there's not much terrain types to  load so it may change but chunk loading is unnoticeable. 


    The map scales based on the train speed which improves performance when things need to load quick. You go fast and it slims down, you stop and the map loads fully. The darkness covers the map edges so its quite convincing. 


    Different speeds and map sizes. (fast forwarded)


    I also have a character that will take commands and do various things. Its individually controlled sort of like age of empires. You select your character then right click where you want them to go/interact.


    Note its all temp art from the internet and nothing represents the style I actually plan on using. 

    Chopping down a tree and putting its wood in the engine burner. 



    The train is its own grid and will move across the map smoothly. Its also going to be easy to implement train building as it already auto build walls,lights and burner when it initializes. Here you can see the engine traveling with only slight amount of shadow jitter on the sides. Ignore the front light that is very obviously jittering, I haven't dealt with that yet. Also the temp blue ui things on the bottom right are the speed settings. 

    A spooky journey, perhaps?


    Coming soon...

    • Fixes for the many bugged systems. 
    • Mechanics planning.
    • More mechanics planning.
    • Character info and UI. 
    • Train building. 
    • Equipment use(ie using an axe to chop the tree rather than magicly doing it). 
    • Horrors !?



    Overall i'm pleased where things are at. I'm going to just plug away and try flesh it out before deciding whether I want to go further with the idea and build from the ground up or what. 

    This next week im going to be on holiday will be an excellent opportunity to play yall sweet jams, cant wait. 

  4. Update 2

    Seperate Train Stuff


    Today I got the train grid working. Here's a crude version of the train nudging its way through the map. Notice the awful loading hitches, they concern me. 



    The train has its own separate grid and I can move objects back and forth between the map and the train as needed. Also theres an issue with the shadows being juddery, I think its to do with how often they redraw but i'm not sure yet. The artifact ridden orange square represents the fuel hole where characters will chuck things to burn. 


    Next up is characters and the dreaded pathing, something I have no idea how to deal with. 

  5. Thanks, :eyebrow:

    Update 1

    Map Generation

    Alright iv got a basic terrain generator thing going on. I spent last month looking at how rimworld code works so Iv based my stuff on that. Though i'm deviating heavily its useful to see how to save, generate terrain and so on.



    Currently it will generate infinitely though its not yet saving to a file so its not going to work over a long period of time. I do have a save system that might work but iits good enough for now. There's also little hitches as related to the garbage collection each time a bunch of chunks load but whatever, its going to be rough for the prototype version. 


    I also found a great free 2D shadow tool on the asset store which integrates reasonably well.


    Lol imgur has eaten the image when I resized it, but you get the idea. 

    Edit fixed the shadow issue. Its still not lined up correctly and the textures that came with it are rendering which I don't want. 




    The games been kicking around in my head for a while and when I originally envisioned it to be kinda steampunk lite.. closer to a 19th century stylistically but still 

    unrealistic when it needs to be. Given the world is in darkness there would be a lot of ice and snow too. 


    Visually im not going to do any work at all until the prototypes done. I'm not getting sucked into art morasses this time and just focusing on the game system. So expect a very ugly future or these dev logs. 


    @badatstuff both music and sound are low on the implementation list so I don't know when i'm going to get around to thinking about them in detail but I do have a few ideas. If your too busy no worries but ill toss a couple of ideas out and if you want to do them have at it.


    One of the core things I want to achieve is a sense of warmth and safety(though not happy or positive) when the train is in motion. It'd be cool if when the train is up to speed very subtle music fades in, almost blurred with the rhythms of the wheels on the tracks. When you have to stop to scavenge or whatever the music stops and your left with almost nothing, maybe a bit of wind sound, but no music leaving sense of emptiness. Given the steampunkish setting of the game organic, dirty, non digital instrument sounds would be ideal. 


    Could probably do something for when all the lights go out and your in total darkness. Something that rises in intensity and becomes more manic as the panic grows. At this point all the lights going out is basically game over. 



    Some basic stuff like an ambient environment loop and probably some track sounds though I don't know how the speed up slow down will affect the sound there. 


    Otherwise I am not too sure, I'm still pretty flakey about it all sorry. 


    Next up is figuring out how the train will work within the current system.