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tjheldna

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Posts posted by tjheldna

  1. Hi Martyj,

     

    Were doing a monthly release at this stage. Late this month a new release can be expected.

     

    For the next build we are implementing various bug fixes; the main focus is bringing a few species of animals into the scene which will lead into the hunting element of the game and some new items to craft/pickup.

     

    Thanks for all your feedback so far.

  2. April brings the next update to urWorld. We barely uploaded the project when the new features and fixes started rolling in, some of which were inspired by your feedback. We thank those who gave the game a try and hope you enjoy this next release.

     

    Click to download the April urWorld release.

     

    A start-up guide has been created to help you understand some crafting abilities and illustrates what is possible currently in game.

     

    Flow_1_4.png

     

    Read below for feature additions and fixes. If you have any features suggestions; reporting a bug or just any thoughts in general. be sure to report here.

     

    Features

     

    - Flint rock pick up added

    - New logo added.

    - urWorld Game Chart.

    - Craft-able Woodsman's Axe.

    - Craft-able Pick Axe.

    - Craft-able Shovel.

    - Craft-able Pick Axe.

    - Craft-able Rope.

    - Pick up Stones.

    - Cook Acorn.

    - Mine Vein added

    - Plant a tree Craft Item.

    - Grab sticks from tree.

    - Start of health system with health potion.

    - Volumetric Fog added.

    - River calved in terrain.

    - Procedural Ponds.

    - Inventory Tool tips on mouse hover.

    - You can cook acorns on the camp fire and eat them now.

    - Iron mine veins added, however they aren't yet usable.

    - Healing potion inventory item.

    - Rope inventory item.

    - Stick inventory item.

    - Cooked Acorn inventory item.

    - Character walks to the closest open tile when an object is clicked.

    - Level balancing.

    - Survival Guide' created for a quick reference to the world.

     

    Fixed Bugs

     

    - Diagonal walking speeds fixed.

    - Walk animation improvements.

    - SSAO seen through water.

    - Camp fire fixes.

    - Fixed decal border around camp fire.

    - Camp fire goes out too quickly when lit for the first time.

    - Dragging rope bug.

     

    Known Issues

     

    - Zooming can get stuck.

    - No fire sound on a 2nd camp fire.

    - Evil eyes dont work with more than 1 camp fire.

    - 2nd camp-fire doesn't provide heat.

    - Some objects spawn close to waterways making them look like their floating

    - If you have an item mounted then try to switch to another different mounted item. nothing mounts until the second click.

    - Sometimes when you start you can be trapped by trees.

    - Shovel can be used to chop down a tree.

    • Upvote 7
  3. make the custom collision mesh a child of your main mesh and you need to name it collisionhull or collisionmesh (can't remember right now which one it is).

     

    There is a bug with this that wasnt fixed. If you have already assigned a collision shape in the model editor, you need to manually delete the .phy file created first and do a reimport. For some reason the custom shape wont overwrite the .phy file if one already exists for that mesh.

    • Upvote 1
  4. Looking at Shadmar's new PBR shader and using other custom shaders in the past I'm seeing a need to be able to modify the texture slot names on a per material or better a per shader basis.

     

    Somehow it would be cool if you can define texture slot names preferably in the shader that are read in by the material manager when assigned, so as soon as you assign a custom shader you will easily know what slot does what.

    • Upvote 4
  5. Hi Thirsty Panther,

     

    Im guessing there is a lot more coming for the crafting side of things (I could only find the campfire).

     

    We thought we would start off with just the one crafting item to get the ball rolling. This will fill up over time and we have quite a number of items on the horizon. The main goal was to get the inventory and crafting system in place. Now that it is, more crafting options will be added. For now at least each release will focus on one aspect of the game, this one is creating a camp fire so you can survive the nights. Next month will be something else.

     

    Can you eat the acorns? I tried cooking them, putting them on my character, right clicking. nothing seemed to work.

    The acorns don't do a whole just yet. The trees will grow and planting a seed will spawn a new tree in the coming releases to make the environment sustainable. As I've read you can roast acorns and eat them, so they may have a dual purpose in game. The tree that it falls from is the wrong tree also.

     

    For the items in the inventory it would be helpful to have a name for the item to appear when the mouse is on them. I'm not even sure what the first 2 items are.

     

    One of the icons is supposed to be flint for lighting the fire and the other is a chicken which can be cooked on the fire to eat. All the icons need replacing, but don't know yet if there going to be drawn or a rendered image at this stage. With the inventory items some sort of info will be added, not sure how it will be delivered to the player, but each item has it's own set of stats. What action is available should be there too i.e. if you can eat it, equip it etc.

     

    To get the player to walk you left click, but if you left click on a tree he stays where he is. Maybe right click for action and left click for movement.

     

    Yes I agree if you click on a tree he should walk next to it.

     

    The animation for the players walk is not quite right, he does a little bit of moon walking.

     

    I know what you mean about the walk anim and will revisit it at some stage, in fact I'll need to revisit most of the art there. It was quite a task getting all the art done in such a short time, so some things didn't get all the attention they deserve for this release. Be assured I will update things like that in the future.

     

    Thanks for playing Thirsty Panther and your feedback!

    • Upvote 1
  6. TR Indie Productions present urWorld available on the Leadwerks Gameplayer for it's first public release.

     

    The game is centred around a banished peasant character, who now needs to survive in the woods. The release includes many of the basic playability aspects like path finding, camera movement, inventory etc, but also introducing the first object to craft the camp fire.

     

    Welcoming to our team Shadmar. Shad has brought valuable skill sets to the table, not only with shaders, but coding and ideas too. The team is spread right around the world which means development almost happens 24-7.

     

    We are looking at a release each month and expanding the world. We look forward to hear any feedback and/or bug reports.

     

    Play urWorld On the LE Game Launcher

     

     

    post-5086-0-45060700-1456622713_thumb.jpg

    post-5086-0-81466400-1456622785_thumb.png

    post-5086-0-03342400-1456622728_thumb.jpg

    • Upvote 11
  7. Since the introduction of the paid items, I haven't been that active at LE but I'll just give you my thoughts on it at a glance.

     

    - The main content of animals doesn't appeal to me it would be pretty specific to a limited number of projects imo and that's only if the developer needs them, from what I can gather most people are making fps's here and want guns and zombies sorry for the generalisation =).

     

    - It seems Arteria are the main player in this, so why would I buy it in a proprietary format when I can get the source at Arteria? I would expect a vastly cheaper price due to this but it dose not look like the case. Although I've never purchased from Atreria the quality looks great, no complaints there.

     

    - I also would not hesitate to buy things like post process effect scripts. Shader Guru's like Shadmar could make a buck or two.

     

    - I would be more inclined to buy a pack of models not individual ones and get more value for money.

     

    - When searching 'View All' I can't tell what's free or paid till I click on the item.

     

    - Id like to see a method in which the user can create a plugin for the engine.

     

    Is selling open to anyone or just Arteria atm?

     

    I'll look at it in more detail when I have the time.

     

    Cheers

  8. I believe he wanted to work on his 31st game, but don't know if there were any other factors. It did close up shop pretty quick and was a real shame, but I guess he had his reasons. I still can download it no worries, but haven't used it in quite some time now. His coding style has influenced my coding style today and have fond memories of using it.

     

    I found you needed to be super good at 3D math to use C4, and I am not up to that level. I changed to Leadwerks as it does (what I consider) the hard work for me. I can get to make the things I want without getting too stuck.

  9. Thanks for the feedback all. I wasn't expecting the ground to move with this build. It came down to a few things, I was getting constant shut downs when playing games and could only play (for example) Fall Of Cybertron for about 20min bang overheat. I had to get the max gear I could from a budget defined by my upper household management so there is nothing mind blowing here. During the life cycle of my gear I'll probably end up replacing the video card anyway so I'm not too worried about that just now. I think the biggest thing that's made the difference is the SSD I cant believe how quick things load now.

     

    I've done a bit of testing and here is what I've come up with. Every project I have ever started has used large terrain and that has been the biggest fps hog from what I can work out.

     

    Here are some tests I did:

     

    for a 256x256 =160 fps

     

    for a 512x512=110 fps

     

    for a 1024x1024 =100 fps

     

    for a 2048x2048 = 94 fps

     

    for a 4096x4096 = 50fps

     

    so there is a range of approx 110 fps between the sizes and adding things like vegetation and paint layers have little to no impact. If I didn't use terrain I would be very happy with the fps. The amount of fps the terrain eats seems a lot but is it reasonable? I don't know?

    • Upvote 1
  10. I just did an upgrade of my desktop as it's been about 4 years now and the hardware was getting dated and wanted to play the new SW Battlefront with no issues. So I decided to do an upgrade Here is what I got...

     

    OS = Windows 10

    RAM = Corsair Vengence 16GB DDR4 2400 RAM

    HDD - Samsung Sata SSD 500 GB

    Video - Asus STRIX GTX950 2GB

    Processor - Intel Core i5-6600 3.3GHz 6MB

    MB -Gigabyte H170-HD3

     

    Now this computer is flying with all my 3D, 2D programs and games. I am very happy with it, however It has practically made very little difference with the performance in LE. I'm talking an increase in the range of 10 fps across all my projects big and small. When running in debug mode its still so choppy it's hardly use able so there is zero improvement there. The jump in specs compared to my last build are miles apart, I'm very disappointed with this result.

  11. So there's a chance then... I'll cling to that =). Not talking time frame, just if its a possibility.

     

    When you can do change textures dynamically like in the below example people will get interested I think. I'd be able to do things that I would never be able to work out in a shader file.

     

     

    Thanks

    • Upvote 2
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