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 on: 2018-04-15 13:46:47 
Started by SolitudeGaming - Last post by SolitudeGaming
Update 7

Started on the ability to edit controls:
Click to Play

Minor Notes:
  • No changes are saved to file; All changes are saved in memory for the current session.
  • Known bug - Mapping a control to more than one key-bind.

This is unfinished but serves as a proof of concept.


April 19th, 2018:

I've decided to re-brand the game as 'Aukrus'. Aukrus will still attempt to contain the feel and ambiance of Fallout over the course of it's development with perhaps even some similarities in UI, items, etc,. as Aukrus is heavily inspired by Fallout. However, nothing from the Fallout franchise itself, in terms of assets, will of course be used. I'm very excited for the future of my first game and I look forward to the day I release my first alpha patch for some basic play-testing Smiley

Below is a short list summing up what is still left to be done for the first patch within the game itself:

It's possible I will skip drawing an attack animation for this patch hence the "Simulate Attacking" note. After many attempts, I was unable to draw something even temporarily usable and I don't wish to spend too much time on that as there are other more important core mechanics to implement.

 on: 2018-04-15 10:39:31 
Started by JojoGlick - Last post by girthquake
Nice, I like the physics.

 on: 2018-04-15 04:09:16 
Started by Zemlaynin - Last post by Zemlaynin
Here's an interesting video from the SimCity devs about their background simulation engine called Glassbox, it might be relevant for your project:

Thank you for the information

 on: 2018-04-15 04:02:34 
Started by Zemlaynin - Last post by Zemlaynin
The first city

 on: 2018-04-14 16:10:29 
Started by wessles - Last post by NuclearPixels
not sure if gonna have the same feeling with texturing Cheesy

I felt the same way until I learned about texture painting, now it's my favourite part. I recommend starting simple to learn how it works first. It's probably the most powerful visual tool in blender.

Hey so far I played with 3 modes of texture painting, the stencil brush, direct painting over the model and the simplest one (but I believe efficient for large surfaces) is applying texture from image, looked good, but requires tones of patience Cheesy. Going to come back to it soon Tongue..

Now just out of interest was playing with animations (and modeling the characters). This is the second attempt to model the character (took me 5-6 hours, plus first experiments with animations another hour or two).

 on: 2018-04-14 09:48:27 
Started by Zemlaynin - Last post by VaTTeRGeR
Here's an interesting video from the SimCity devs about their background simulation engine called Glassbox, it might be relevant for your project:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

 on: 2018-04-14 01:55:21 
Started by Zemlaynin - Last post by Zemlaynin
This looks absolutely amazing Cheesy

Working on the logic here first makes sense.
Yes, this is a priority

The systems of the game look really complex, I hope that everything works together in the grand scheme. (while being fun and clear to the player what is happening in the simulation)
At the moment, we have to simplify the model in some tasks

And especially having an AI that makes efficient decisions, given the rule-set.
all right.

As a starting point in the systems design (I don't know how experienced you are here with that kind of complexity) I would suggest: scale the feature set down and get core systems such as building, exploring and combat working first.
Experience in this matter is not much. But I'm going by this technique that you wrote.

 on: 2018-04-13 19:29:40 
Started by BurntPizza - Last post by ByerN
Today I've added jump mechanics to my game. I wanted to make it more interesting with the abyss floors where you can just die by falling down when you lose your focus. I think that it went well but it was occupied with a lot of pain with box2d collision detection. I am glad that it works now Smiley Later I will think about better "falling down" animation. It was an exhausting day.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

 on: 2018-04-13 18:12:30 
Started by ByerN - Last post by ByerN
Added multiple things (see devlog):
-shop, equipment, torch, health potion, secondary item
-npc and text messages
-jumping, abyss (instadeath floor which you can jump over)

What do you think? Smiley

 on: 2018-04-13 17:27:53 
Started by princec - Last post by Riven
Typically you use plain old SQL queries in data-migration. It would probably take a second or two to migrate the JGO user-table into any other application-specific user-table.

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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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