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Test, Experiments & Examples

Procedural Islands Showcase (4th week of Game Dev)

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2 players, 4 plays 0 playing now, 2 most ever online
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enxomachina Published on 13 May, 2021

This week I optimized the perlin noise generation to the best I can make it right now without sacrificing useful data. It's saving chunk data now also, so the terrain editing is back with right/left click. I also started developing the player more. It's subject to change, but currently it's a part based character. The legs having physics based movement (WASD+QE movement), and the eyes I've made in an interesting way. The character is letting off light, and these blocks (eyes) are put on the outside of the player casting a shadow, and that shadow is what the player can see. So a third eye could be added to the back but if they're narrow then there would still be blind spots. The character has a camera part to make more out of the screen. I only have these few parts but in the next update I'll probably solidify the part concept into a longterm code and maybe mess with the world size. I'm thinking 600x20 miles looping horizontally for a halo shape.

Instructions

WASD Movement

QE Rotation

Left/Right Click Edit Terrain

Scroll Wheel Zoom

Version History

ID Date Size Engine Plays
3 13 May, 2021 at 03:37 651.03 KB Construct 3 3
2 13 May, 2021 at 03:32 651.03 KB Construct 3 0
1 13 May, 2021 at 03:31 650.82 KB Construct 3 1

Used Plugins

Used Behaviours

  • Physics
  • Pin
  • scrollto
  • shadowcaster
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