I added lava and made some save/load bug fixes. You need to generate a new world to see the lava at the bottom of the map. The new release is in the unstable branch.
And the lava flows!
Tweet: Oven, Pressure Plate, Top-Down Door
There is a new unstable release with a new oven, a pressure plate and a top-down door. All this was completely implemented in the in game programming language.
I could improve the AI system (not in the game yet). What originally took 1 hour takes now 2 ms to compute. But I will improve it further.
Tweet: New libraries, new config file, new gameplay elements and AI
I uploaded a new version to the unstable branch. Most of the c++ libraries which are used by the game are updated:
As physic engine we now use bullet 2.86.7 (I wanted to update to bullet 2.88 but it crashed)
We now use SDL 2.0.9 (this means better hardware support)
We use the newest version of FreeImage, FreeType, Ogg, OpenAL
The game does not come with a Java Virtual Machine any more as we dumped java as modding language.
There is no loader any more. The game is now completely 64bit (but I can change this if anyone is using 32bit windows. But of course you should not use Windows XP as it is a security risk. Use Linux Mint instead if you have an old computer. This game likes wine!)
We also changed the config file. So your game settings (not your levels, of course) will be reseted once you start the game.
But the biggest change is that this version was completely made with Linux and this means better compiler support, faster build time and a faster game!
We also did updates to the gameplay:
Tools will degrade when used
Damageable construction sets, chairs and so on
Performance improvements in the rendering system
Better Lua Support for Modding (it is now possible for a modder to change the source code of the game while it is running)
Improvements regarding the rails (but I still need to test these)
Special GUIs for entities (we think here about chests which can be lock picked and other stuff)
Bug fixes regarding stability
And regarding AI we added a lot of features which you can not see at the moment as the AI is not activated:
Streets can now be created and placed into the world by the AI
Buildings are now generated with complete furniture (even during gameplay, so the AI can place a building and you can see how it is build).
The navigation system for the NPCs is working
Implemented management of non-active NPCs
Basic economy of the states is implemented, including good transport.
NPC AI / game interface is implemented
NPC AI
Regarding the AI we are currently working on the system which can automatically control the NPCs. It can already solve simple problems (like transport of wares via airplanes). The next step is to be able to solve more complex problems, like going to a store, buy things, craft something and then use it. When this works every NPC will be able to create complex plans in order to achieve its goals.
State AI / War AI
We are also working on using Deep Learning and Neural Networks to improve the overall performance of the system. This will be especially useful when several states in the virtual world will fight wars.
The next steps Apart from the AI I am also working on a new memory compression method. It could compress the voxel data by a factor of 100 which would be quite impressive. But I do not know if the compression / uncompression takes to much CPU power. We will see...
And I will also make the dialog system for the NPCs. And just for testing I will let them run through the map :-)
Have fun!
Tweet: New bug fix release
Hello guys, there is a new bug fix release in the unstable channel. It will correct the cloud rendering and some bugs with the weapons.
Merry Christmas and New Release!
Merry Christmas! I upload a new release to the unstable branch. It contains bug fixes regarding the multiplayer, weather, snow, water rendering, ... And I am finished with my development plan.
As this is a unstable release I kept the log activated which I find a little bit annoying after I tested it. I will upload a new release with disabled log in the next week.
Better planning and weather effects
Planning the future development
I thought in the last weeks about why the project is not already finished and I came to the conclusion that I need to plan the development better. My goal is now till christmas to create a complete plan of all data structures and functions which need to be implemented in order for the NPC's and cities to be able to work. After this I will code them.
That also means that I will be able to better tell when one feature is implemented.
I already made blueprints for the NPC behavior, automatic quest generation, car navigation, car driving, transportation of goods, traders, teachers and so on. Currently I am working on the logic of the warehouse.
Environmental Effects
And I finally fixed the rain and snow effect. And improved the water and fog renderer.
Tweet: Lua Just-In-Time Compiler and AI
Added to the lua system a just-in-time compiler. So the scripts will be executed much faster.
Currently working on speeding up path finding and general AI stuff with mathematics. If it works the zombies will attack you more efficiently!
And just for fun I implemented a water simulation. Still need to do the tesselation shader for this to work...
Tweet: New grenade and better modding support.
Implemented runtime code exchange via Lua. So I can now change the code of the game while playing the game. Made a new grenade as an example (will be in the next version).
Tweet: Screen Space Ambient Occlusion
Multiplayer is debugged and hunger is implemented. Also finished Screen Space Ambient Occlusion and started with Screen Space Reflection.
When hunger is debugged I will upload a new version.
Tweet: Hunger, Multiplayer
The player now needs to consume food in order to be abled to perform actions in the world. And I am using the same tests which were used to find the load / save bug to make the multiplayer mode stable.