Project Explore cover
Project Explore screenshot
Genre: Simulator, Adventure, Indie

Project Explore

Update 0.3.0.8, Console Overhaul, Player Modding!

I mentioned in my last post that I would do these things so I did them!

Improved Console





The new console has a suggestion system based on what you have input. It works perfect and I think will help out a lot of people. I think it is silly to expect anyone to go back and read through this post just to see what the console commands are.


There is also a new logging system on the side! Using the arrow keys you can easily re-use a command that you already typed.

object_mode


This is a new console command that allows you to place any object that has been loaded into the game (that obviously includes any from mods). With this command you could easily build levels for others to play through or hand craft a world! I still need to create an object deletion system but that will come next as it is a bit more complicated.

Here is a gif showing off the new object_mode:


Player Script


Now you can modify the players variables. This includes all of the following:
  • Health, soft limit
  • Health, hard limit
  • Health falloff
  • Health heartbeat trigger amount
  • Health regeneration (food)
  • Health regeneration (thirst)
  • Health loss from starvation
  • Food limit
  • Health loss from dehydration
  • Thirst limit
  • Movement speed


If you have more suggestions regarding the players modifiable variables, let me know. I've not included sanity because it may not be in future builds. Until I decide on that I will not include it.

Foundations Fixed


This has been an issue for quite a while. I spent months trying to figure out some convoluted math equation to properly set the depth of each foundation. I finally fixed it which is great because I can progress further along with house building now!



Change Log


  • Fixed Foundation depth issues
  • Console system overhaul
    • object_mode
    • kill_self
    • time_set_speed
    • give_item
    • fps_set

  • Mod script files changed from ANSI to UTF8
  • Player variables modifiable via a 'PLAYER' script
  • Fixed potential crash when quitting from ingame menu
  • Foliage is no longer drawn when it is underneath a foundation

What will be changed next?

Creative Mode?


A lot of the community here has asked for a creative mode and in the past modding has be requested. I have included modding this time around but I have yet to get around to a creative mode.

I've decided to streamline the console commands. It lets you add items to your inventory, change the speed of the day and night cycle, and more. I didn't really consider how many of the current users here are interested in modifying Project Explore or just messing around with it.

Expanding Modifcation


Currently you can modify biomes, what spawns in them, items, tools, crafting, and pretty much everything aside from terrain textures. This all works within Multiplayer (except for books right now). THAT IS NOT TO SAY THAT MULTIPLAYER IS AVAILABLE YET. Have to clarify that.

I'll be adding the possibility of player modifcation. Making the player move faster, have more/less health, damage resistance, and maybe even more!

Weather


A lot of players who experienced Project Explore 0.2.1.2 and prior seemed to have enjoyed some of the weather in the game. Particularly the rain. That will be the next feature I'll be working into the experimental build. In the new beautiful world you can expect that rain to look at least as lovely as it used to.

Thanks to you


Each and every one of you have motivated me to continue my work on Project Explore. I seriously appreciate all the support I get from you wonderful people. I hope we build an amazing game together. ːCuteBearDollː

Preview Build 0.3.0.7, Big post!

Change Log


  • Crafting re-implemented
  • Implemented 'Quit Game' option
  • Changed app data folder to Project_Explore
  • Slowed down the day/night cycle
  • Quitting a world without saving will delete the worlds folder
  • The stone axe can now harvest wood from trees when the user holds the Interaction Key
  • Minor performance improvements
  • Added item: Stick
  • Added crafting recipe: Stick
  • Added crafting recipe: Wood Foundation
  • Added crafting recipe: Wood Wall
  • Added crafting recipe: Wood Ceiling
  • Added crafting recipe: Large Crate


What's up with the update?


It has taken a while to figure out exactly what the next step was in the development of the preview build. I have been wanting to add more functionality/stability for a while now but it always seems like there are more important steps to be taken else where. I have finally cleaned up enough of the project that I am starting to see a bit of the end intent.

Quitting wasn't available before and that seemed like an obvious problem to address, especially considering the whole point of this build is to check out new features really quickly. It is probably quite annoying to have to exit out the window each time you start a new world. The problem with implementing quitting was that there were so many new features and backend code that I have wrote since the last time quitting was an option. A lot goes into clearing memory. There are surfaces to clear, data structures, and buffers all that need to be deleted as to avoid a memory leak.

Crafting re-implemented?


Yes, re-implemented. You see... I disabled it a while ago whilst the project was undergoing some intense reworking. That happened over 6 months ago so when I returned to fix what I had disabled, some of the code was no longer relevant and actually had to be re-written all together. It works now for the most part although it definitely is lacking polish at the moment. I also am not sure whether or not the page system is functional but I will make sure to test it when I have more crafting recipes implemented.

Performance improvements


Since the beginning of this games development optimization has been very important to me. I want this game to run on most potatos. I have cleaned up so much of the code at this point that I rarely can find ways to improve the games performance aside from doing a full compile which tends to lead to incompatibilities which is why I'm avoiding it for now.

Often I see a way to speed up a section of code but at the cost of it running slower under certain circumstances. It is a constant struggle of, "will this slow it down more or less for the average user?" I can't really predict how players will play or handle the game beyond what I know of my own behaviour.

I missed these long patch notes


Many moons have passed since I wrote a long post like this. It's not because I'm lazy or don't care enough. It is because I am exhausted from my other project. I want to show you how much I passion I have for this project and it's hard to do that when I don't have enough energy to write out a few paragraphs. Hopefully this update alongside this post conveys my interest in this games development.

Status Update, Important!

I really wanted to make sure that everyone is aware of the current development of Project Explore. I hope this video really helps clarify any misunderstandings.
https://www.youtube.com/watch?v=Q9z_ZyviLbc

Thanks for all the support everyone. :)

Project Explore's Wiki Page Is Down

Do not click the wiki button for Project Explore for the time being as I do not own the domain. I'll be removing the button from the new build of the game and labeling the old stable build as 'Old' as to inform people of its slow descent into... oldness?

Preview Build 0.3.0.6 Dynamic Foliage and Books!

This update brings some long awaited features to the game. For a while now the world of Project Explore has been bland and the ground lacking any sense of detail. Now there is foliage!

Another big request I never got around to was making books readable. They can be read now with beautiful, almost 3D visual effects! I'd love to hear what you think and what requests for moddable items you have.

I made a lot of changes behind the scenes but nothing really worth noting. Saving works again and loading but other than that, not a lot else has changed. Most of my time went into the foliage feature.

Live streaming development! (12AM - 3AM PST | 06/24/2016)

If you would like to ask any questions or just hang out, I'll be live streaming some development here on Twitch!

https://www.twitch.tv/leagueofsebastian



(Caught my face at a good moment there)

Missed the stream? Here is the broadcast saved for you!
https://www.twitch.tv/leagueofsebastian/v/74213500

Preview Build 0.3.0.5 Released!

There isn't a lot you will be able to see on the surface but I changed a ton of stuff and made a lot of improves.

Change Log


• Load game menu fixed/updated
• Controls option menu fixed/updated
• Splash screen audio now is affected by music volume options
• Vast improvements to audio system, huge performance boost
• Changed the way the Steam API was initiated, performance improvement
• Reduced video memory usage by about 23mb
• Fixed window reset issue (reported since the initial release)
• Native resolution increased from 720p to 1080p (improved visual quality)
• Singleplayer worlds can now be saved/loaded
• Save file extension type changed from ‘.sav’ to ‘.pes’ to avoid conflicts with the stable build save files
• Now launches with a splash screen
• ANSI files converted to UTF-8 (Now supporting various OS languages other than English)

One major difference you will notice is that the game is more clear. Additionally, I've left the grass test enabled so you can see what it looks like. I haven't fully setup a system for world details such as grass.

I'm still alive! Progress report (Preview Build 0.3.0.5)



The new pause menu is looking great and I've cleaned up a few of the other main menu, menus. I also made some big changes to some of the backend code that has increased the framerate dramatically.

I have been kind of busy working on a YouTube channel of sorts. I have always wanted to inspire and help others reach their goals so that is kind of what that is about.

I will continue work on the update and hopefully have it out to you all soon.

Changes expected in 0.3.0.5 and a scheduled live stream!

What's Being Changed In 0.3.0.5?


  • Minor improvements to the Item Viewer
  • Load game functionality returns and the menu polished
  • Re-worked pause menu
  • Properly scaled/centered controls option menu
  • Secret wavy grass backend stuff


I expect all these changes to be implemented by the time I push version 0.3.0.5 and hopefully to get the grass working as well. What grass you ask?



Forgive me for the terrible quality of the gif but it does the job of showing off the new grass.

The Livestream


The stream will begin at approximately 01:00PM (PST), 05/17/2015. I'll be streaming for approximately two hours (maybe longer) but what is important is that you can ask me questions regarding the game. I'll unmute my mic to answer questions. My keyboard is a wee-bit obnoxious! :P (I did edit the time after posting this)

I hope to see you awesome people there and to respond to any questions/feedback you might have!

Link: https://www.twitch.tv/leagueofsebastian