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  Wilderness To Home  (Read 11097 times)
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Offline trollwarrior1
« Posted 2014-01-31 11:27:39 »

Wilderness To Home is a game, which is a combination of some Minecraft, Runescape, Minicraft and Last Winter games.

The main element of the game is to survive. You start the game with half filled stomach and not good health. You must find food and light source, because otherwise you will die of hunger or in the horrors of the night. Do so quickly, since time doesn't wait, and night is coming!

no light test, terrain test:

Here is a pic Cheesy

Here is the info file near the .jar file. I will be updating it as the versions progress.

################## -- Wilderness To Home: The Basics -- #####################################################################################

This file contains some information about releases.

To run the game, you need to download and install Java from

Once installed, you should be able to double click .jar file in folder this file was found.
This game should run on Windows/Linux/Mac.

Game is being Developed using (TOOLS):
   - Programming language Java -
   - Eclipse IDE -
   - Art is done in
   - LWJGL -

You can Email me (CONTACTS):
   - I don't check my email to often, so the reply might be delayed Smiley

Here is 'official' game forum board:


   Technical stuff:
      - /storage/settings.txt will be generated first time you exit the game properly;
      - You can change lighting mode in /storage/settings.txt file by changing lightingMode variable. 0 is pretty slow,
         but should work on most computers. 1 and 2 are very fast, but will not run on older machines for certain
         reasons.. If your computer cannot run 1 or 2 lighting modes, the game will crash.
      - Levels are 1024x1024 tiles size;
      - You can only have 1 save for this version.. You can, however, copy/paste save1.txt to 'keep' and 'backup' your
         world, so you can have more than 1 world you play on.

      - 1 Branch + 1 Branch = 1 Stick;
      - 2 Sticks + 2 Sticks = Axe | Pickaxe | Shovel | Hoe;
      - 4 Stones + 4 Stones = Fireplace;
      - 1 Flint + 1 Stone = 10 Flintstone;
      - 1 Flintstone + 1 Stick = Torch;

   Console and console commands:
      - Press `~ button to open console;

      - health [integer];
      - energy [integer];
      - time [float: 0-24];
      - print [anything];
      - item [] [integer: amount];
      - clear - clears console;
      - savelog [string: path] - saves the console to file you specify. Example: savelog log.txt - would save log to the
         folder your .jar file is into file 'log.txt'. savelog /logs/log.txt would save log to the folder your .jar
         file in logs folder in file named 'log.txt'
      - quit - will exit the game. Will save the game if you're not in main menu.
      - listcommands - will print commands available and expected argument count in brackets after command's name;

      - M to open/close map. To navigate the map, pan it with mouse, or use ASDW keys. Press F to slide to player.
         Double tap F key to instanty focus player. CTRL+1/2/3/4/5 to 'bind' map location to the current point.
         1/2/3/4/5 to jump to already bound map location.
      - Use mouse wheel to zoom in/out. If you don't have mouse wheel, you can use QE keys alternatively;
      - In inventory menu, use QE keys to equip/disaquip left/right hand items;

   Some features:
      - Basic randomly generated terrain and objects;
      - 256x256 tile level;
      - Tiles: Grass, Dirt, Rock;
      - If you get stuck when the game is started, run the game again;

   * Inventory:
      - You can drag items around different slots;
      - You can use 2 items and something will happen;
      - You can equip items. Your action possibilites change depending on the equiped item;
      - You can drop items on the ground;
      - To open inventory, press V key. (Make sure the window is focused first Cheesy);

    * Recipes:
      - Branch + branch = 50% stick;
      - 5 Sticks + 2 Flint = Axe | Pickaxe | Shovel;
      - Flint + Stone = Flint Stone;
      - Flint Stone + 2 Log = Makes fire underneath you;
      - Rock + Branch = stick;

   * Tips:
      - You can use Shovel to dig Grass and Dirt;
      - You can use Axe to chop trees and get Logs for fire;
      - You can use Pickaxe to mine Rock Tiles to get 1 Rock and 25% Flint;
      - You can add fuel to fire by having equiped Branch or Log;
      - You can pick up items you see on the ground;
      - You can find Flint lying around the world;
      - 1 whole day (night and day?) in this game lasts 5 real life minutes;
      - Dig / place Grass and Dirt tiles to make interesting looking images Cheesy
      - Make sure you have fire going into the night! Otherwise you won't be able to do anything.
         You will probably die without fire in the future releases;
      - When inventory is open, nothing happens in-game;

   * Controls:
      - ASDW to move;
      - Mouse Right Click to open action box. Press mouse left button to select desired option;
      - You can press Left Mouse Button without Right Click Box open and it will execute the top
         most options from the Right Click Box. Not every options can be accessed this way.
      - To drag items in the inventory, hold down Left Mouse Button and drag the item into the
         desired slot;
      - To open inventory, press V key.
Offline Drenius
« Reply #1 - Posted 2014-01-31 14:50:07 »

Very nice so far!
2 points: 1. The stone looks a little bit like water so it took me some time and a look into your spritesheet to figure out why there is no rock...
2. tiles and trees are invisible at night, but they are still highlighted when you hover them, so it is not impossible to do something.

Really try to make something playable of this!
Offline Gjallar

JGO Coder

Medals: 23
Projects: 1

Follower of Nurgle

« Reply #2 - Posted 2014-01-31 18:13:37 »

Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no u
niform with name 'u_projTrans' in shader
        at com.cig.survival.Game.render(
        at com.cig.survival.WinterSurvival.render(
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$
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Offline trollwarrior1
« Reply #3 - Posted 2014-01-31 18:16:46 »

This is not the problem with the file. It is either that your graphics card doesn't support shaders at all or that you need to update your graphics drivers.. Idk man.. This works perfectly fine for me.. I will try to run this on other computer.
Offline Slyth2727
« Reply #4 - Posted 2014-02-01 04:35:20 »

I like the lights. Lighting has always been a programming.. fetish..? Hm.

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline trollwarrior1
« Reply #5 - Posted 2014-02-01 09:52:33 »

Sooo been working on some "better looking terrain", although I'm not sure if this actually looks better.

Here is a download for no-light version of the game. I wonder if the lighting code is causing the game to crash on my other computer.. Lets hope not! Cheesy
Offline Genius Coder

Junior Devvie

Medals: 1
Exp: 4 years

« Reply #6 - Posted 2014-02-01 10:15:55 »

Looks great my friend however I would advise you to use your own graohics

I love making games...
Offline trollwarrior1
« Reply #7 - Posted 2014-02-01 10:19:33 »

Looks great my friend however I would advise you to use your own graohics

The fact that I did it the same way as Notch, doesn't mean they are not "mine". I made everything myself from scratch. The only thing I copied was the rendering method..
Offline LiquidNitrogen
« Reply #8 - Posted 2014-02-01 10:25:12 »

It looks smoother, but the original tiles gave it a better atmosphere, maybe combine the two styles?
It'd be nice to be able to click the mouse to walk somewhere. It'd almost work without keyboard at all.
Offline trollwarrior1
« Reply #9 - Posted 2014-02-01 10:59:45 »

It looks smoother, but the original tiles gave it a better atmosphere, maybe combine the two styles?
It'd be nice to be able to click the mouse to walk somewhere. It'd almost work without keyboard at all.

huehue darker colors make it look better Tongue I'm working on the lighting though.. It seems that my older color rendering method doesn't work on older PCs.
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Offline seismic

Senior Devvie

Medals: 4
Projects: 1

« Reply #10 - Posted 2014-02-01 15:25:56 »

Have the same crash with a GTX770 latest uh Cheesy

Gonna try the no-lights version
Edit: No-lights version works.
Offline Drenius
« Reply #11 - Posted 2014-02-01 15:37:51 »

It'd be nice to be able to click the mouse to walk somewhere. It'd almost work without keyboard at all.
But if so, optionally please! It was sometimes very annoying in RuneScape (You mentioned it).
Offline Gjallar

JGO Coder

Medals: 23
Projects: 1

Follower of Nurgle

« Reply #12 - Posted 2014-02-01 21:14:25 »

No-Light version works for me aswell! Very cool so far, you should definitely keep going.
Offline saucymeatman
« Reply #13 - Posted 2014-02-01 21:28:31 »

Looks great my friend however I would advise you to use your own graohics
The graphics are awsome. And original.

Keep up the good work man.
Offline Opiop
« Reply #14 - Posted 2014-02-02 03:00:42 »

I too enjoy the nice graphics that are original! Keep up the nice work, you've come far since you've joined the forum.
Offline trollwarrior1
« Reply #15 - Posted 2014-02-02 07:06:42 »

I too enjoy the nice graphics that are original! Keep up the nice work, you've come far since you've joined the forum.


Which graphics? The original? Or the ones in the version with no lights? Because in that version they are not really original. Sure, nobody really uses them, but they are not "mine". I didn't think of them. Those are Notch's graphics. I have seen those graphics when I started programming. I always wanted to reproduce them, but always failed. So I gave up.. So 2 days ago I just tried to do it, and it was so simple Cheesy Here is what I was watching when I made those graphics.
Offline Opiop
« Reply #16 - Posted 2014-02-02 12:44:54 »

The new ones! They look very peaceful and fit together really nice.
Offline Drenius
« Reply #17 - Posted 2014-02-02 14:14:34 »

Offline trollwarrior1
« Reply #18 - Posted 2014-02-02 19:58:58 »

Soooo.. I got rid of the old lighting code.. It was basically sending lights into shader as vec3 lights array (x,y,instensity) and vec3 lightcolor array(rgb). I would then go through all the lights I sent to shader and for every vertex and calculate contribution and add it to the lighting of that vertex.
But this approach doesn't seem to work on all computers.. I have no idea why..
I tried to implement FBO lighting, but it looked sooo bad.. My original method looked just better overall and was a lot easier to control the lighting.

My original lighting code seems to work on mine PC and my brothers. It doesn't work on older laptops that are around the house. 1 laptop that the game doesn't work has Intel HD 4000 integrated GPU, and the other has AMD 1250 or something like that.

I'm just so lost atm.. No idea why that doesn't work.. I mean, its not like those cards don't support uniform arrays is it?
Offline trollwarrior1
« Reply #19 - Posted 2014-02-10 09:47:49 »

Some kind of performance test with trees.. Made some progress with lights. Can support 16 lights. I think won't need any more lights anyway..
Offline LiquidNitrogen
« Reply #20 - Posted 2014-02-10 10:28:49 »

looking good.

the game seems to run slower and slower as i walk further across the map.
it also used an awful lot of cpu power for what i can see as not a lot on screen, it makes a lot of heat come out the side of the laptop. is that just because of the lighting or have you got something inefficient happening in the rendering?

also, do something about the player getting stuck in trees at startup, it gets pretty annoying having to close and restart the program 5+ times before i can walk around.
Offline trollwarrior1
« Reply #21 - Posted 2014-02-10 11:26:14 »

Enable vsync to limit fps.
There are so many trees, because I wanted to test performance.
Stop pointing out obvious things plz.. Better suggest something to implement. For example: caves with ores to mine.
Offline matheus23

JGO Kernel

Medals: 123
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« Reply #22 - Posted 2014-02-10 17:47:11 »

I'd like to suggest caves with ores to mine Grin

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Offline trollwarrior1
« Reply #23 - Posted 2014-02-10 17:48:02 »

Great suggestion thanks!
Offline trollwarrior1
« Reply #24 - Posted 2014-02-10 19:17:31 »

Ummm do you guyz think game like this should have infinite terrain?
I figured that if I was to implement that, I should do it now, because later it will be a real bitch..
Offline RobinB

JGO Ninja

Medals: 44
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Exp: 3 years

Spacegame in progress

« Reply #25 - Posted 2014-02-10 19:19:45 »

Depends on the playstyle of your game.
Offline trollwarrior1
« Reply #26 - Posted 2014-02-10 19:22:03 »

Gather resources, build some shit, survive, explore dungeons / strange other world places.

I would really love to make this game like minecraft, but you wouldn't lose the feeling of need to survive. In minecraft you have that feeling to survive, but then the first night comes and that feeling is no more. I mean, you should always have that urge to survive, not build/create.
Offline trollwarrior1
« Reply #27 - Posted 2014-02-15 10:11:54 »

:O You can get some interesting terrain shapes by generating 8x8 noise tile piece and rendering tile made out of 4 these at random direction of 0, 90, 180 or 270 degrees. I got some shuriken art going on Cheesy

Offline Longarmx
« Reply #28 - Posted 2014-02-15 17:12:01 »

If you want to make this game focused on surviving then don't make food easy to collect and don't let the player get too much stronger than the enemies.

Offline trollwarrior1
« Reply #29 - Posted 2014-02-24 17:09:15 »

Added some stuffs.. You might be able to play a little. In the next week it will be a playable version!
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