Author Archives:

September 4th Progress Report

Hey! I have been feverishly working on Exilania since I picked it back up after a summer hiatus. Check out my new video on Youtube or on the indiedb website.

Changes in this new version:
night-time now has stars and a moon(14 phases of the moon)
The mountains parallax layer now responds to your relative height in the world: going higher will make them appear smaller, lower will make them appear taller.
Trees now continue to grow, other plants will grow in the grass as well. Saplings can turn into trees.
You can also plant plants in the ground, now.
I have updated the background tiles so they now look a lot cleaner. They are using a similar method as the foreground tiles to blend together nicely.

I have added a mini-map which can be toggled to take up the whole screen or just a small portion.

I have also added chests.

I have added some new plants, furniture pieces, and 1 new humanoid.

Rendering has been fixed to give me full transparency when I need it.

Exilania will have 3 types of crafting. There is material crafting where you will make things like doors, generators, pumps, weapons turrets, and crafting materials like steel and iron.

I am now seriously looking at implementing the Item combiner system, which will allow you to make things like guns and axes by combining pieces together. You will save the blueprints so you can easily create those items again in the future.

After Item crafting comes NPC generation. Currently, only local dummies are created. I will make the system able to pull pieces from a collection of body-parts to create randomized monsters. They will then be skinned with an appropriate color, given stats relative to the sum of their parts, and they will then be given AIs to attack you or be friendly.

The third type of crafting is vehicle creation. vehicles will be built from scratch. You simply put blocks down to make an engineering bay, then the size of the vehicle you can make is determined by the size of your building(or an upper bounds on vehicle size). Vehicles include anything that can move from spaceships with hanger bays and engineering bays of their own to make fighters, all the way to submarines, airplanes, tanks, and mining vehicles. I want to make ship combat very fun and allow for multiple people to be working inside of the ship at the same time. One person is flying or driving the ship while another is firing the forward facing weapons turrets. Maybe even set autopilot to fly you forward while you run to the back of the ship to shoot at the guys chasing you! It’s a very ambitious goal, and will be very time-consuming, but I will not consider this game complete until I can build my own flying and working spaceship.

Leave me a comment on the IndieDB page if you would like!

Lighting, World Generation, UI

Recent changes:
-Lighting system now applies to characters on-screen as well
-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:

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.

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:

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!