Monthly Archives: April 2013

Lighting, World Generation, UI

Recent changes:
-Lighting system now applies to characters on-screen as well
timelapse
-Wielding an item that has a light property now properly sets the lighting of the character
-Basic cave generation added
-Sand is now processed before saving a newly generated world, this may take quite a few seconds to fully calculate.
-Fading text appears when you receive new materials, resources or items
-New ability to emote things by placing an ! before your message… only those in the near vicinity will see it.

Pending a pseudo-coding of the npc/mob system, I will begin developing that part of the game. Things are about to get crazy in the world of Exilania.

UI, breath, death, stats

Well, I have been working on quite a few different systems lately. All of the changeable actor properties are now in a separate class. This made it much easier to compartmentalize. The user interface just got a few new enhancements to reflect the new actor properties available:

ui_enhancements
top to bottom: life, breath, power, experience

though not related to the new actor stats, the trashcan feature will finally allow players to get rid of the junk in their inventories.
ui_enhancements2

breath will be used for when the player is submerged in liquids, extreme heights in an air-tight vehicle (vehicles intended for extreme conditions will have to cycle their own air using either storage tanks, carbon scrubbers, or electrolysis). Above a certain point in the world there is no more atmosphere. There is also a likelihood that I will be adding toxic gases, so breath may also be used when in a toxic-gas environment.(chemical warfare, anyone?)

I am putting in the multiplayer death/damage code. It’s nothing too fancy right now, but you will die if you stay under-water for too long. The goal is to get everything ready for adding NPCs (that includes mobs).

Next will be the experience system and attributes available upon level-up. Each level will generate a # of attribute points, which you can then assign to separate categories like jump speed, run speed, health, breath, power, competence (comes into play with crafting, item usage, and reverse-engineering/deconstruction) and a few other unique things(wanna breath underwater? that will cost ya…)

 

anyways… more later.

Welcome to Exilania

Welcome to Exilania! I am really excited to start sharing about Exilania’s development! It is actively developed and has been since January 7th, 2013. I finally decided there is enough to show, so it is time to get a website up and show everyone what I am up to.

A public concept-version is available here: https://www.dropbox.com/sh/56q500ap63ffso0/GRE69xscey/Exilania_0.03.zip

When I have enough content to turn this into a full game, I will probably stop releasing the full versions. Still need to think about that.

Stay tuned for future updates!

-Greg