I will not be posting here until closer to when Project Explore's new build is ready. I will however be posting on my blog information about the development and the steps I'm taking to create the game.
The networking is a lot more stable now and supports players creating houses, placing plants, trees, and other things. This means multiplayer is that much closer to being publically available.
Now that I've made good progress on the networking side I've began working on expanding the core gameplay. This includes things like cutting down tress, attacking objects, and combat.
Here is a REALLY early prototype version of the tree cutting I mentioned.
Regular live development streams and more progress!
Live development streams
I've been streaming regularly as of lately and have decided to give Project Explore a minimum of 3 hours a day from now on. At the moment the artist is away so I'm doing pretty much everything myself. Once he returns you should see some lovely new art!
If you would like to hang out with me and give me some input on the game while it is still in its early stages, feel free to stop by, the link is below!
Stream Link
The new and improved crafting system
You are able to see all available crafting recipes for the table you are currently using now without any extra work. All the item requirements are shown for it as well simply by hovering your mouse over the item.
This was just implemented yesterday and I plan to polish and revise the UI a bit more but I think this is a step in the right direction. Additionally, you'll be able to search for items via a toolbar in the near future.
Farming
While I don't have a whole lot to show of it yet there are now crops in the game. They allow for modding support just like everything else and so you can expect massive farming mods in the future. Those sad little yellow plants are my own art and will be replaced.
Dynamic Lighting
I don't have any screenshots of it available just yet but it is ready and you'll see it in game for sure. This allows for players to carry torches or possibly fires to spread with their own lighting. Who knows!
When will this version be playable and publically available?
I'm not entirely sure just yet but I do know that I want the game to be a bit more stable and polished. Ideally I'd like the multiplayer to be ready for everyone to use as well. There are a few large chunks of work left such as objects being saved to chunks, NPCs, and combat. With such large parts of the project still left to do, I can't really make a prediction.
Lastly, the old version of Project Explore (the current Stable build)...
I'll be leaving it available to everyone in the launcher options so that anyone who has purchased the game in hopes of keeping around the old version can.
New graphics and big changes!
Where I've been
As mentioned before in previous posts... I have been working on my other game to further support myself financially. Project Explore hasn't left my mind or my schedule. I want to show everyone what I've got in the works and I'm hoping to get some feedback!
View zooming
House building
Oh yeah, new graphics
So what do you think?
The new lighting/shading system really adds a lot of depth to the game in my opinion and I think this new perspective is a nice middle ground between the original game, and a better version of itself.
But I want to know what you think! Let me know in the comments below how you feel abou the new perspective and visuals. Keep in mind all the art assets shown here are place holder (100% PLACE HOLDER).
Check out my other game, Rock God Tycoon!
Rock God Tycoon (my other game) just released into full release on Steam yesterday. Just as promised, once we finish finalizing the process with that game, we will be moving back to Project Explore to close things up with this game.
I want to make sure everyone here knows that I intend on doing a fantastic job with Project Explore and leaving the modding open ended to be expanded on in the future. Thanks for all the support as always!
Networking and GMS 2!
The partially functional multiplayer
I've began work on the multiplayer and so far it is coming along great! You'll see from the gif below that I've set up smooth movement already. (Left side is regular, right side is smooth)
So far I've only tested up to 16 clients but it seems to be doing just fine!
I had a couple friends join and we all opened up multiple clients to test. Server capped at about 1% CPU usage and 19mb of memory with 16 clients. I expect 64 player servers to be a realistic goal.
Upgrading to GMS 2
With the release of Game Maker: Studio 2 there stands little reason to not upgrade Project Explore to the latest engine and so I did. There are two major advantages to upgrading engines...
1. DirectX 11 support means that the game will run even faster! While it is not necessary at all with the current fps the game is getting (2500+) I like to always provide the best experience possible.
2. A brand new (and much better) IDE means that I can develop the game faster. There are numerous performance improvements and visual improvements that came with GM:S 2.
So when will this version be available?
I am hoping to get this build out to the public within the next two months. I can't make any promises as I of course have another game I'm working on as well. I've been putting in two or more hours pretty much every day for the past week and plan to continue doing so until I can get out this build. All of this art is placeholder by the way so don't freak out just yet!
Exciting changes in the new build!
As promised, I have been working on Project Explore during my free-time. I have made a lot of progress in a very short amount of time and I would like to share what I've been working on with all of you!
Chunks, player movement, and smooth camera movement
The new chunk system is faster than ever and allows for a much smoother experience. I also fixed numerous issues that plagued the experimental build. Player movement has been rewritten from the ground up. The camera now is smoother as well.
Brand new menus
The new menus allow you to view each mod that you are running, change tons of settings, and feel spiffy while doing it. This new menu system has been designed to be as simple to use as possible.
Now let's talk about the engine!
One of the most exciting changes I've made that I just couldn't wait to annouce is a limitless world! I mean size-wise of course. Pull up a chair because we are going into this head first!
Pretend this grid (below) represents a normal world, each square is a chunk. This is a 9x9 grid so we have 81 chunks.
Now instead of using a pre-defined size and pre-generated chunks, the engine generates chunks as you walk around (this is a feature carried over from the experimental build). The big change this iteration brings is the ability for chunks to be generated at negative coordinates and outside of the room (rooms are essentially levels in Game Maker). The engine works outside of any sort of level-based constraints which means the only limitations the world has are numbers greater than 32-bit. Since the system can use negative values, we have to use a signed 32-bit value to get an estimated limit.
You can travel anywhere in the world, all the way from -2,147,483,647 to 2,147,483,647 (chunks). Since the game only loads the area around you, memory (RAM) will never be an issue either!
Another awesome change can be found in how terrain is rendered. The most optimal rendering I ever wrote involved caching the terrain of each chunk in a 3x3 around the player and draw each cached chunk (9 total texture swaps for you geeks out there).
The new system caches a 3x3 of chunks around you in a single image and draws it all at once in a single call. This means your framerate will be WAY higher than usual.
As always...
Thanks to everyone who has made themselves heard and has shown me support throughout this game's development.
Live Streaming Project Explore Development!
Hey everyone! I have some free time today and will be getting some work done on the re-write of Project Explore!
It may not interest you but I want to make sure everybody knows that I still am working on it! :)
You have all made your voices heard and I am obliged to agree with you. I will be taking the steps necessary to return to the previous art style. I will keep modding and every feature the experimental build has intact.
This move to the old version will take time of course.
I believe in honesty so I'd like to be open regarding the time frame of these changes.
You can expect Project Explore to return to an active development cycle by Q2 of 2017 at the latest. My other game I'm collaborating on, "Rock God Tycoon" will release on the 25th of November and should be completed in just a few months. Unlike Project Explore's original release, the majority of the game is completed and it is just a matter of picking up the pieces, tweaking some numbers, adding some extra content, and listening to the community.
For now just sit tight and I will return soon!
Old Art vs New Art (I Need Your Feedback)
For a while now I've received mixed feedback regarding Project Explore's art style. A lot of people seem to prefer the old style over the new style and being the caring/loving developer I am, I care about how YOU feel.
The artist and I are currently finishing our other project as I mentioned in previous posts, "Rock God Tycoon", it will be available on Steam on November 25th. Regardless of its financially success/failure, we will continue and finish the development of Project Explore. We've decided to go EA for Rock God Tycoon in hopes of getting the same level of feedback I've received here.
Onwards to the important stuff though! In the comments below, please tell me whether or not you prefer the old/new art styles. I would like to give the positive and negatives side of each.
Old Style
-I could push updates faster and without the help of the artist
-The game would run a lot smoother with a higher framerate
-AI would be a lot more intelligent
-Structures would consist of real 3D models rather than sprites (hopefully)
-Smaller images would mean faster loading times and overall game size
New Style
-Full fledged animations for characters
Overview
I won't lie, there aren't a ton of positive reasons to stick with the newer art style other than it looks nice. Switching to the previous art style wouldn't require me to do almost anything regarding the current mod features, they would all remain intact, if anything it would make it easier for YOU to create mods since you wouldn't have to match the fancy art style.
If we return to the old art style, I can begin pushing updates again soon. Making the game more playable once again. Let me know what you think in the comments below! As always, thank you for sticking with me! :)
What happened to this game?
I'm neck deep in work at the moment. I so badly want to return to working on Project Explore but I have not had enough time to add any significant changes. I promise I will come back full throttle when the time is right. I've talked in previous posts about my current financial situation and nothing has changed since then. I feel the need to keep the community informed.
I dislike developers who hide away from their abandoned projects. I assure you this is not abandoned. At the moment updates are unlikely but in the next few months, I promise you the artist and myself will be returning to this game.
Thank you to everyone who has supported me and stood by my side while I go through this difficult situation.
I want you to know that I never wanted this game to take so long to develop. Life happens and I was a lot less experienced when Project Explore originally released. I'm very different now and if I could, I would finish this game in a matter of months.