Patreon LINK.
NOTE: this a preview build for a reason. Expect unintended features. Backing up saves before running this is highly recommended, and have cheats available in case anything goes amiss.
The big feature in this build is a completely new Zone & Map system. This, in turn, enables a couple of other things, such as the new dungeon generation. Included in this build is a "Test Dungeon" to showcase and test some of these new features.
In short, how this new dungeon generation works is by sewing up premade rooms together rather than generating the whole dungeon procedurally. In the data/testDungeon folder. You can find a folder containing all the individual maps:
This, combined with the dungeon definitions in testDungeon.json is what the game uses to generate the dungeon.
In case anyone's wondering, the editor I am using is Visual Studio Code.
The individual maps can be loaded:
And modified (dont forget to save of course.)
Some of the new features are done via equipment items, as I think that's easier to use than terrain_editor.
Getting those items via cheats can be a bit annoying so here is a complementary map file with the new items: https://mega.nz/#!DCpVhKzC!N5zQnuYfH5gGXzDGA4Rgft8zQ7fgVRRJQQwU3Ev6hpk.
I think, that's pretty much all I wanted to say for now, feel free to give a try. If you got any questions, head to the discord. And make sure to report bugs!
Oh and the new cheat to disable AI is [lobotomize]. This is very useful in preplacing hostile units together. See battle.map for an example.
Changelogs:
- Notification text (bottom right) should handle multi-lined notifications better now
- Fixed hotbar key number not showing up for bars#2 and #3
- All quest progress is reset due to migrating into a new system
- Fixed bug with incorrect texture generation when block subdivide > 2
- A certain stealthy cheat should now be more stealthy under certain circumstances
- For purpose of multiple grabbers, you may now set "usingPart" for each individual attacker. Eg "attacker":{"usingPart":X, ...}, "attacker2":{"usingPart":Y, ...}
- Prevented the saving of game state when the player unit is not unique (through cheats)
- Implemented partial serialization of (some) unit data in maps
- Merchant-Chan now sells constructable crates that you can place
- NOTE: the use count for constructable items is not working atm. Meaning they have infinite uses.
- Implemented placement tranforms that change the scale/rotation/position of the object to be placed under Character - Commands
- Implemented new item type - markers, theses are used for construction of user made maps
- Implemented a new dungeon generation system
- Re-implemented the Zone Transition System
- Implemented various things to make new dungeon generation work
- Implemented light emitters that can be placed on map and saved
- You can adjust the light settings via the following console commands:
- m_light_color r g b // changes the light color, can be > 1
- m_light_attenu const linear quadratic // changes the light falloff. Calculated as 1.0/max(1.0,(const + linear*dist + quadratic*dist*dist));
- m_light_spot x y z angle_inner angle_outer // changes the area of influence of the light to a cone. X Y Z forms an direction, and angle_inner, angle_outer are radius of the cone in degrees where influence = MAX when angle < angle_inner and influence = MIN when angle > angle_outer
- m_light_point // resets the influence of the light to a sphere
- Implemented a light culling system where the game will only use a fixed number of lights with the most influences to the scene
- These new lights may have an adverse performance effect on systems with poor GPUs.
- Removed the day - night env light system
- Env light can be now set at each map rather than only having one global env light setting
- Implemented dynamic loading of cubemap/skyboxes
- Applied the generation of ambient light data to dynamically loaded cubemap
- Currently, the game can only use 1 global ambient light source rather than from an aggregate of light probes around the map
- Implemented marking regions capabilities
- Use the m_region X command to change current affected region
- Use the m_region_list command to list all used regions
- Implemented randomly spawning units/props in designated regions in maps
- Implemented new map-development console commands:
- m_create w d // creates a new map with specified dimensions
- m_save // save the current map to
- m_load // load a map from file
- m_spawn_npc "unitID" amt // spawns invulnerable NPCs at cursor location
- m_gen_enclose h "wall_tile_id" "ceil_tile_id" // generate enclosure on the perimeter (walls and ceilings)
- Implemented new cheat to disable AI
- Implemented a buffer for the console that stores previous inputs.
- It is now possible to access previous inputs via UP and DOWN arrows
- Embeded an kindof playable experiment "Test Dungeon" to well, test stuff.
The big feature in this build is a completely new Zone & Map system. This, in turn, enables a couple of other things, such as the new dungeon generation. Included in this build is a "Test Dungeon" to showcase and test some of these new features.
In short, how this new dungeon generation works is by sewing up premade rooms together rather than generating the whole dungeon procedurally. In the data/testDungeon folder. You can find a folder containing all the individual maps:
This, combined with the dungeon definitions in testDungeon.json is what the game uses to generate the dungeon.
In case anyone's wondering, the editor I am using is Visual Studio Code.
The individual maps can be loaded:
And modified (dont forget to save of course.)
Some of the new features are done via equipment items, as I think that's easier to use than terrain_editor.
Getting those items via cheats can be a bit annoying so here is a complementary map file with the new items: https://mega.nz/#!DCpVhKzC!N5zQnuYfH5gGXzDGA4Rgft8zQ7fgVRRJQQwU3Ev6hpk.
I think, that's pretty much all I wanted to say for now, feel free to give a try. If you got any questions, head to the discord. And make sure to report bugs!
Oh and the new cheat to disable AI is [lobotomize]. This is very useful in preplacing hostile units together. See battle.map for an example.
Changelogs:
- Notification text (bottom right) should handle multi-lined notifications better now
- Fixed hotbar key number not showing up for bars#2 and #3
- All quest progress is reset due to migrating into a new system
- Fixed bug with incorrect texture generation when block subdivide > 2
- A certain stealthy cheat should now be more stealthy under certain circumstances
- For purpose of multiple grabbers, you may now set "usingPart" for each individual attacker. Eg "attacker":{"usingPart":X, ...}, "attacker2":{"usingPart":Y, ...}
- Prevented the saving of game state when the player unit is not unique (through cheats)
- Implemented partial serialization of (some) unit data in maps
- Merchant-Chan now sells constructable crates that you can place
- NOTE: the use count for constructable items is not working atm. Meaning they have infinite uses.
- Implemented placement tranforms that change the scale/rotation/position of the object to be placed under Character - Commands
- Implemented new item type - markers, theses are used for construction of user made maps
- Implemented a new dungeon generation system
- Re-implemented the Zone Transition System
- Implemented various things to make new dungeon generation work
- Implemented light emitters that can be placed on map and saved
- You can adjust the light settings via the following console commands:
- m_light_color r g b // changes the light color, can be > 1
- m_light_attenu const linear quadratic // changes the light falloff. Calculated as 1.0/max(1.0,(const + linear*dist + quadratic*dist*dist));
- m_light_spot x y z angle_inner angle_outer // changes the area of influence of the light to a cone. X Y Z forms an direction, and angle_inner, angle_outer are radius of the cone in degrees where influence = MAX when angle < angle_inner and influence = MIN when angle > angle_outer
- m_light_point // resets the influence of the light to a sphere
- Implemented a light culling system where the game will only use a fixed number of lights with the most influences to the scene
- These new lights may have an adverse performance effect on systems with poor GPUs.
- Removed the day - night env light system
- Env light can be now set at each map rather than only having one global env light setting
- Implemented dynamic loading of cubemap/skyboxes
- Applied the generation of ambient light data to dynamically loaded cubemap
- Currently, the game can only use 1 global ambient light source rather than from an aggregate of light probes around the map
- Implemented marking regions capabilities
- Use the m_region X command to change current affected region
- Use the m_region_list command to list all used regions
- Implemented randomly spawning units/props in designated regions in maps
- Implemented new map-development console commands:
- m_create w d // creates a new map with specified dimensions
- m_save // save the current map to
- m_load // load a map from file
- m_spawn_npc "unitID" amt // spawns invulnerable NPCs at cursor location
- m_gen_enclose h "wall_tile_id" "ceil_tile_id" // generate enclosure on the perimeter (walls and ceilings)
- Implemented new cheat to disable AI
- Implemented a buffer for the console that stores previous inputs.
- It is now possible to access previous inputs via UP and DOWN arrows
- Embeded an kindof playable experiment "Test Dungeon" to well, test stuff.
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