A Foresty Game

Bombini

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  • Posts: 1400
I feel like the table needs more than a hammer, but I'm not sure what else goes on a workbench.

Think about how such a table is used. You dont always need an object. You can also have variations with skratches in the wood or dirt on it to make it feel it has been used /alive.

Gaming Kitty

  • Posts: 5
Decent game! I would prefer if there was something that you could fight against. I also would like if you could slow down the day-night cycle because I have a potato laptop and the day-night cycle is killing the CPU. If you haven't already, you should definitely use atlases to keep the game from exploding with lag!

Fayabella

  • Posts: 239
Decent game! I would prefer if there was something that you could fight against. I also would like if you could slow down the day-night cycle because I have a potato laptop and the day-night cycle is killing the CPU. If you haven't already, you should definitely use atlases to keep the game from exploding with lag!

Yes, I'm planning on adding enemies and such. And the day is only fast for testing purposes; when I don't need to test that anymore I'll slow it down to 12 minutes or 24 minutes.

Now, correct me if I'm wrong, but aren't Atlases only for desktop and mobile? I'm using Flash. Also, I only have one scene, and 90% of my resources are used in that scene so I don't think an atlas would be much help anyways.

Fayabella

  • Posts: 239
Gosh, I really need a player sprite. Sadly, I'm not too great at drawing humans. I want just some sort of gender-neutral character or something. But for now, pointer thingy it is.


In other news, believe I've found out what I want the layout of my UI to be.
This is the layout, but not the actual design.

Here's my 9-slice sprite for the UI and such. (4x scale)

I may or may not change this, but I'm satisfied for now.

Fayabella

  • Posts: 239
Think about how such a table is used. You dont always need an object. You can also have variations with skratches in the wood or dirt on it to make it feel it has been used /alive.
Yeah, my only problem is like, I'd add like a knife but how does the player get a knife from just 40x wood? The hammer could just be a rock that they found on the floor or I could add stone to the recipe, but a knife requires more.  As for scratches, I may try.

Fayabella

  • Posts: 239
Here's my concept for the mining in this game:
At first, I considered what Stardew Valley did- a cave, composed of 'levels' which are each just a room with some resources; the deeper you go the more valuable the resources.
However... I don't know how I would do this, so I came up with a simpler idea that, in my opinion, is just as good.
Randomly around the map are little stones. They give you stone, and oftentimes coal, and less often, iron. You can craft a basic forge with stone and wood, and you can feed it coal and melt iron.
With enough iron, stone, and wood, you can make...

The basic mine! (4x scale)
(It's manual.)
(I don't know how to make it look any more like it's spinning.)
Basically, you place one on dirt, and a hole forms under it. For this basic mine, you click it to mine. Let's say it takes 5 clicks to mine one level. That level is level 1.
Mine deeper, you get more resources, determined by Perlin noise (so some patches may have more than others!). But, the basic mine can only go so deep, say, 20. But you've got more resources. You can craft a better mine now, and go deeper, and perhaps it's automatic.
But with this new mine, there's now a risk factor- the deeper you go, the more chance there is of the mine collapsing and you losing all of the resources stored in it (the manual mine puts the ores directly in your inventory, but maybe the 3rd upgraded mine could be automatic, and have storage) and not being able to mine to the full depth in that area. Well, I'm not so sure about this risk idea, but perhaps I may.

So basically, mines that pull stuff out of the ground to make better mines (and more items).

It would be nice if I was able to somehow make 3-dimensional Perlin noise, but I'll have to be satisfied with a map full of random Perlin noise.

« Last Edit: February 28, 2019, 07:09:10 pm by Fayabella »

Fayabella

  • Posts: 239
Oh, and I'm not actually calling this 'A Foresty Game.' I don't actually know what to call this yet, so it's a placeholder title. It may take me a while to name it.

I mean, it took me like 5 chapters to come up with a book title, so in the meantime I'll just keep working on the game. A title isn't important until you need to make a title screen.

Fayabella

  • Posts: 239
What are your opinions on this idea for the mining system?


I think I'm going to start working on making rocks spawn around the map for now.

Bombini

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  • Posts: 1400
What are your opinions on this idea for the mining system?

It sounds fun. I wonder though how i see whats below. Does each mine only mine one spefcific ressource? If not...how do i see what i will get?

Fayabella

  • Posts: 239
I don't think you will see what you will get, it's just chance. However, you will know that the specific ores spawn at certain depths, and so you know basically what you're going to get based on how deep your mine goes. I may not even include perlin noise, and instead just use random numbers to generate ore.

Perhaps I could use random integer between minimum depth and current depth for each item, and if it's less than zero, then get nothing.

Say coal spawns at level 0 and iron at level 10. Your chance of getting coal on level 1 is 1. Your chance of getting iron on level 1 is -9, or zero.
Then, on level, say, 15, you get perhaps 5 chance of iron and 15 of coal. I still gotta work this out but I'll get it to work when I actually work on the mines.

merrak

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  • Posts: 2738
It would be nice if I was able to somehow make 3-dimensional Perlin noise, but I'll have to be satisfied with a map full of random Perlin noise.

Can you just generate noise for each level one at a time?

I like the general idea. The risk factor seems harsh, though. For one thing, if I knew there was a risk of the mine collapsing and destroying my stores, I would find a more secure place to keep my loot :o

JeffreyDriver

  • Posts: 2262
I'd like to know some idea of what I might get from a mine. Maybe you could dowse, dig a test pit or something to get some idea of what you might get.

I'm also not a fan of the risk of mines collapsing. Perhaps they could break down and need repairing, but losing your materials seems harsh.

Fayabella

  • Posts: 239
Alright, so the risk factor's too harsh.

As for the generation of ore..

Again, I'm not even sure I want to do perlin noise. Each mine only gets you so deep, and you know the deeper you go the better resources you get. I don't think the player has to know what's gonna be in a specific spot, as long as they know that they'll get a certain ore if they mine deep enough.

I'm not sure if that's a good idea, but I also don't like the idea of testing to see what's down there first.

Bombini

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  • Posts: 1400
I don't think the player has to know what's gonna be in a specific spot, as long as they know that they'll get a certain ore if they mine deep enough.

This depends on the balancing (how expensive it is to build a mine and how long it takes).

Fayabella

  • Posts: 239
This depends on the balancing (how expensive it is to build a mine and how long it takes).
Ah. Yes, I shall try to make it balanced. And if it isn't, then I'll tweak it.

But I've thought of a solution that combines both of my ideas (probability and Perlin Noise):

Each ore type has a Perlin Noise image for itself. When the mine mines a level, it gives you ore based on the perlin noise, using the probability as constraints.

This way, my idea of Perlin Noise and one area having more of a specific ore than another can still be used, while also having ores appear more frequently at certain depths.

So, you don't know what ores you're going to get when you place the first mine, but based on how much you got, you can determine if there's a vein of a specific ore there.