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Rayvolution

Member Since 10 Jul 2014
Offline Last Active Oct 15 2019 01:40 PM
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#335 Modding?

Posted by Rayvolution on 04 October 2014 - 01:54 PM

Some people believe modding is bad, and should not be allowed so some might say a reason not to is because its wrong, you don't so it's all good :)

 

Also doesn't decompiling take a long time sometimes and sometimes not work right? depending on how big the games is? I've only decompiled a thing once and that was because it was a friends, and he was taking too long when he said "i'll show you then code" it took him many hours and it was only like 20 lines :P it was a minecraft plugin...

 

Today's decompilers work almost all the time, but the problem isnt so much the process. It's actually fairly easy to do, it's what the source code looks like.

 

For example, variables names are all wrong, and the code is hard to read. Something like this for example:

    protected void moveEntityEast(){
        position = "East";
        if (collision.checkCollision(getEntityX()+2, getEntityY(), collisionImage)){
            canMoveEast=false;
        }else{
            canMoveEast=true;
        }
        if(canMoveEast()){
            canMoveReset();
            if (hasResource){
                entityX += speed*.80f;
            }else{
                entityX += speed;
            }
        }
    }

May look like this decompiled: (Well not really, but something close to this. I just wrote in gibberish for the variable names)

    protected void a(){
        u = "East";
        if (collision.s(g()+2, z(), aa)){
            abb=false;
        }else{
            abb=true;
        }
        if(zg()){
            hhz();
            if (h){
                eX += b*.80f;
            }else{
                eS += b;
            }
        }
    }

So, having the original source is a very handy tool, you don't have to guess what all the gibberish is. That's usually the annoying part. :P


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#334 Hi, I am BlueStar27!

Posted by Rayvolution on 04 October 2014 - 01:49 PM

*hugs his Windows 7 and doesn't let go*


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#296 100 posts

Posted by Rayvolution on 30 September 2014 - 12:06 PM

I shall give you the answer to life, the universe, and everything!

 

Spoiler

 

Use this great knowledge wisely. :)


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#274 Building Priority System and Resource Pushing

Posted by Rayvolution on 27 September 2014 - 11:39 AM

I've added a few features to the game based on your guy's feedback. Now, when villagers build they will build first to last, where as formally they were mostly indiscriminate about what order they built things.

Posted Image Posted Image

Posted Image

Another addition is the resource pushing system. Now, when you build on top of collected resources any resources that become blocked in the process of the building coming together will be shoved off to the side, making sure they remain accessible. :)

Posted Image

I also fixed a few AI bugs, mainly with farming. Resolved a strange bug where farmers would sometimes completely refuse to harvest their crops, and I've made the farmer's delivery AI much smarter. Now when your farmers deliver food you should see them consistently distributing the food to all the houses evenly, and not in large groups.

I've also added two new backer awards on Kickstarter!
$40 Tier - MAKE-A-MOB. This new tier allows you to put forward a monster idea I will work it into the final game! (Note: All tiers above it retroactively receive this award as well, hurrah for you guys!)
$300 Tier - "THE LIST". This is a very special new tier, because you guys are so overly fantastic and within only 5 days maxed out my top-level backer rewards I had to come up with something even more special! This award will grant you all the previous backer awards, and put you on a special list that will make sure you get always get alpha and beta invites to every single game SixtyGig Games develops in the future, and when they games are released you'll get a free digital copy of them as well!
and finally, I'd like to express how happy and grateful I am for all your support! It's amazing, we've reached a third of our Kickstarter goal in only five days!! You guys are absolutely awesome! Don't forget to hit up Greenlight, we already have 1,288 votes but we still need about 4,000 more!

Click here to view the article
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#247 Bonjour / Hello

Posted by Rayvolution on 25 September 2014 - 07:58 PM

 


I was always wondering the point of them holes in the floor, just thought they looked cool and that was the point but ohh that sounds like a very good idea! :D

 

 

yeah, the holes in the map are essentially spawn points for mobs. If you look at how I made "The Quiet Forest" you'll notice the holes are somewhat strategically placed around the map. :)


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#246 Modding?

Posted by Rayvolution on 25 September 2014 - 07:53 PM

I haven't decided yet!

 

I don't plan to really officially support modding right now, aside from making maps of course, but I am considering releasing the source code with the game. So the more savvy people can play around with the code and make mods.

 

Since it's a java game, it's nearly impossible to keep the source code out of people's hands (thus, why MC has so many mods). So I figure it's probably best just to give people the source code with the game instead of make them play around with decompilers. ;)

 

But proper official support, with an API? Probably not. But with the source code in-hand thats not a big deal. :)


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#190 Snapshot schedule?

Posted by Rayvolution on 20 September 2014 - 12:31 PM

There's really no scheduled for the unstable/rawbuilds. It's usually every time I hit a minor landmark in the development. As for the stable ones, I guess it's the same way. But it's whenever I reach a much larger landmark in the development cycle, and polish it up well enough to be considered stable.

But the next stable build is almost ready. I'm down to only a few small things before it's released, so it may be out as early as this weekend. One of the last things on the list to do may also fix your problem, because currently when an object is created it causes a huge spike in memory usage, you probably don't have enough ram allocated to handle it. :)

Doesn't matter if there isn't was only wondering so all is good! :)
 
And almost ready? Yay!
Also, Here's a detailed way of what happens, 
After getting enough stone and wood and it is been put into the village center, Everything is fine, Other than a lag spike each time it upgrades. (you have told me why that happens and that is totally understandable) Other than that there was no other problems that i can remember, So pretty much all is okay, so far. 
 
After then having it fully upgraded, it somehow turns all my builders back into normal people that do nothing... I got confused for a moment, Then i try and add them again, As soon as i click the "+" it crashes, I've tried this a lot times, same outcome. So i thought, Maybe it still thinks there is 30(forgot the number) builders left. So i tried the "-" and yet nothing happens still.
 
Hope that helps.


Ah, that should be resolved already then. I completely changed the way buildings are built since that build (wow, what a funny sentence) :)

Originally when a building completed, in the code it would actually delete the under construction version of the building and replace it with a built version because in the code, they were two different objects. Now they're one object and it simply upgrades the artwork and unlocks the rest of the building features when it's completed.
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#188 Snapshot schedule?

Posted by Rayvolution on 19 September 2014 - 08:00 PM

There's really no scheduled for the unstable/rawbuilds. It's usually every time I hit a minor landmark in the development. As for the stable ones, I guess it's the same way. But it's whenever I reach a much larger landmark in the development cycle, and polish it up well enough to be considered stable.

But the next stable build is almost ready. I'm down to only a few small things before it's released, so it may be out as early as this weekend. One of the last things on the list to do may also fix your problem, because currently when an object is created it causes a huge spike in memory usage, you probably don't have enough ram allocated to handle it. :)
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#177 Mechanics Blog - Buildings

Posted by Rayvolution on 14 September 2014 - 08:54 PM

Are there going to be different types of farms, such as wheat farms or sugar farms, or just one "generic" farm that produces food? If so, will these farms require you to scavenge the appropriate plants/seeds from the world or will you villagers automatically have access to all plants?
Also, will (some) farmed food need to be processed in other buildings before it can be consumed, or can it be processed to provide additional nourishment? For example, wheat being ground into flour and then baked into bread.


The farms themselves are generic, whatever food type you gather will be planted in the farm, it's even possible to have one farm with multiple foods. Basically, first you build a farm then tell the workers to gather food on the map somewhere, if there's space in their farm they attempt to plant it for the future. If not, the just put it in storage or deliver it to a home. So, in the end all farms can be anything. Just depends on what food you tell them to gather. ;)

As for more complicated foods, I haven't quite worked that out yet. But it is planned. There will probably be some sort of bakery/kitchen type building that will take available foods you have and make them into superior foods.
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#171 Mechanics Blog - Buildings

Posted by Rayvolution on 10 September 2014 - 03:27 PM

Oh and i was testing the the dev build and it took me a very long time to figure out how to get builder's working, so i suggest making it a bit more clear, But like you said it was only really a tech demo so yeah, I was just saying just in case.


That's actually on the list of things to do. :)

I was going to have some arrows/text pointing at the first few buttons you need to press, to sort of "guide" the player into doing the first couple of required steps to get going.
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#166 Mechanics Blog - Buildings

Posted by Rayvolution on 10 September 2014 - 02:07 PM

My unofficial date is by the end of this month. But officially, no date set. :)

Fun thing about development is you tend to knock one thing off your TODO checklist and add 2 or 3 more. When I wrote this, I had 14 major tasks to be completed before releasing the next build. I've knocked off 4 things since then.. and now the list is 21 things long.

/grumble
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#148 Forum topics needed.

Posted by Rayvolution on 08 September 2014 - 12:34 PM

Are you asking for a "forum games" forum, like "count to 100" and "kill the person above you" type threads? Once we get a community going in here I could consider a subforum under off-topic for those kinds of things.

 

Right now, there's just no demand for it. Most of my community base is on TIGSource, JGO and indieDB.


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#147 Mechanics Blog - The Range Map

Posted by Rayvolution on 08 September 2014 - 12:29 PM

I would love to hear about what you have in mind for the tech tree.

 

It's a pretty straight forward system. First step is just getting your population up, for example currently there are two Lumber buildings. The Lumber Shack, and Lumber Mill. The Lumber Shack can be placed as soon as your village center is built, where as the Lumber Mill will require your population to reach 64 and you can only assigned villagers over level 5 to the Lumber Mill. But, the Lumber Mill can store 3 times as much wood, and the people assigned to it can harvest wood almost twice as fast.

 

There's also a whole content unlock system planned external to the play mode. Every time you play, once you die you'll be given some gold based on how long you lived, how many villagers you had, monsters killed, and so on. That gold can be used to unlock perks that will help you universally in the entire game. Like +10% harvesting speed, +5% faster leveling, some buildings that allow you to say, train an "ice" mage instead of just a "fire" mage, or maybe some special maps you can "buy" with your gold that arent part of the normal map pack sets. That part of the system is still on the drawing board, and very subject to change. But that's the current plan. :)


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#138 Events

Posted by Rayvolution on 07 September 2014 - 03:28 PM

 

Ah yes, Good to know you had the same idea, because i would love to have events or whatever you'd like to call it. Oh and the monsters, I'm still wondering, but what do you have in mind for a "monster" ? 

 

 

Actually that's one of the more strange things about RPC, the monsters won't follow any set theme or convention you'd expect from a game like this. As the game progresses the monsters will get more and more wacky and strange.

 

For example, at first you may deal with very common every-day monsters, like slimes, zombies, skeletons, large rats, and kobolds. As you advance in the game some stranger monsters will start popping up like pirates, bigfoot, snowmen. Eventually, really far down the road (in levels of the game almost no one would even survive long enough to see) you'll start seeing completely off the wall monsters, like Trekkies, Code Monkeys, and other fun hat-tips to other games, like Creepers.

 

That same concept will also be seen in the maps as well, early maps will be very commonly accepted themes like forests, deserts, jungles but far, far down the road you'll find yourself playing in off the wall places like "Candyland" and "On the Moon". :)

 

The idea is everything in the game is fairly normal at first, and keeps getting more and more ridiculous. It's all part of the little mix of both serious-and-fun gameplay I'm trying to blend together.


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#135 Events

Posted by Rayvolution on 07 September 2014 - 01:39 PM

So here's my idea, While i was drawing this thing for my profile picture then realized it looked childish, it's a just art of something in your game then i added my own little thing to it, you'll notice it alright!

5772c469c7.png

Anyway, So the meteor, That's it, Well it after looking at it i've realized that this game should have "Events" Basically when something random but still logically possible to happen in real life happens, For a instance, Rain, Snow, meteors... Wind, And something else like sinkholes(Okay the sinkholes a weird idea...) But anyway, That's only a couple of the things that could happen, Adding many many of these would keep a player happy to carry one and the more content the better, so the more "events" The more people will love it, And maybe even add just one that got almost 0.0001% of happening that does something very cool, Like hmm, i guess a little person that comes to the village, a good guy, a merchant! 

 

Well anyway thats just my idea, Hope you enjoy laughing at my photo i've made! :P

 

I was actually planning some random events (Although I'm not sure what yet). But it sounds kind of similar to what you're thinking. :)

 

I can't go to deep into it though since it's just on the drawing board right now, it'll probably be worked on around the same time I add monsters to the game.


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