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  • Tyron

    Music <3

    By Tyron, in News,

    Fellow Vintarians!
    Could have worked some more on the game but my hands were not agreeing


    • Lo-Phi has joined our cause to make music! He already made two excellent first tracks and two days ago we've signed a contract that should ensure long term collaboration. This is going to take our game to a whole new level.
    • Nearly completed the game account manager. The site now let's you log in securely, change your password and player name and sends you a password reset email if you've forgotten your password. Still missing is account creation from a given game key.
      I've also integrated a "Forgot Password?" and "Account" button in the game that redirect you to the account manager site.
      Sounds so simple but it actually required a lot of things:
      • Had to buy and configure a Wildcard SSL Certificate - this is what creates the secure connection (https) for the account manager and now also for the game client, so nobody can steal your password especially over wifi
      • Input validation: Need to ensure no duplicate playernames, correct lengths of playernames and passwords, etc.
      • Anti Brute Force Login - Protection against people guessing your password with trying every possible combination: The account manager now shows a re-captcha after 3 failed logins and the game client login slows down the login attempts to once every 2 minutes if there were failed logins for 10 times.
      • Setting up email sending, the webspace, the subdomains, etc.
    • 0-accountmanager.png
    • Saraty redid some of the last unlicensed textures we had and also made a fantastic new cobblestone texture. There is always room for improvement and more additions but texture wise the game is pretty much ready for a first release. 




    Dedicated Vintarians!
    The polishing continues

    Probably the best news of the month is that we now a (so far) glitch free colored lighting system. We also worked heavily on terrain generation again.


    • I have finally fixed the last known lighting glitches related to the colored light system. As mentioned in an earlier article I was unable to make it work in certain cases which was super frustrating, so now I'm all the more happier to finally see it working and no longer something that I have to touch until release. You can see it in action here: https://www.youtube.com/watch?v=D0_M4b9_1TQ
    • Block Updates
      • New block: Added 10 Paintings that you can hang on walls and which depict Saratys Art \o/
      • New mushroom variant: Bolete mushroom
      • New flower variants: We've added Wild Daisys and Cornflowers
      • New config: Any Block can now be individually be configured to be randomly offseted when placed in the world (currently used for tall grass, flowers, saplings and mushrooms). This now also affects the blocks selection box.
      • New config: Individual elements of a block can now be tinted by climate. This is used to climate color the flowers stems, but not their petals. Looks massively better \o/

    • WorldGen Updates
      • New Subsystem: Shrub Generator. Generates small shrubby trees only composed of leaves. Uses it's own shrub layer independent from the forest layer.
      • New Subsystem: Vines Generator. Generates columns of vines on trees in wet climates
      • Added several new tree generators for greater variety
      • Added several new kinds of block patches to the 'Block Patch Generator': Now places single cornflowers and wild daisys, mushrooms in very small groups and heathers, western gorse flower and horsetails rarely in very large groups
      • Some more balancing on the individual landforms
      • Tweaked block layer generator some more, I could finally see something sandy and desert like appear :P
    • Inventory Convenience Update: Can now use left shift + mouse click to move items between inventories (e.g. from creative inventory to hotbar)
    • Half broken blocks now slowly repair themselves (with a backwards running breaking animation)
    • In the create world screen you can now enter a world seed
    • I've begun work on a 'Game Account Platform' - a website where you will be able to log in with your game account, change your player name or password as well as assisting you when you forgot your password.
    • Another dozen bugfixes as always


    All these screenshots are from procedurally generated terrain, no hand placed blocks (except the first 2 pics obviously)

    2016-08-22_10-46-14.png 2016-08-25_19-12-06.png 2016-08-25_23-42-34.png

    2016-08-25_23-47-36.png 2016-08-25_23-48-04.png 2016-08-25_23-52-21.png 

    2016-08-25_23-53-07.png 2016-08-26_00-08-56.png 2016-08-26_10-12-10.png

    2016-08-26_10-17-30.png 2016-08-26_12-07-08.png 2016-08-26_12-32-44.png 



    Most patient Vintarians!
    Game dev is like a roller coaster

    No video just yet
    Everytime I want to get recording I notice a gazillion imperfections that I want to fix, so I did those first >.<
    Until next time hopefully.

    Saraty and me had our very first usable multiplayer experience and built a small house together (picture below). Still more bugs to squash but that felt totally awesome <3

    Alright, let's dig into the git commit log to see what has changed.


    • So I did a lot of polishing, well mostly bugfixes. I usually don't share these, but this time I'll give you a behind the scenes look:
      • Fixed chunks generating twice under certain conditions
      • Fixed a water wave rendering glitch at chunk borders
      • Fixed 2 bugs preventing the standalone server to start
      • Fixed particles wrongly colored from block light and fixed transparent overlapping particles getting very dark.
      • Fixed player characters not illuminated by block light and also fixed precision errors when rendering the character at large coordiantes
      • Fixed Chunk frustum culling being disabled -.-
      • Fixed FXAA not working
      • Fixed /help (cmd) command not recognizing mod commands. .help commands now also sorted alphabetically.
      • Fixed worldgen mod not reloading landforms on server restart
      • Fixed memory not being freed after leaving a multiplayer game
      • Fixed snow layer replacing leaves during world generation
      • Fixed snow layer not rendering if a solid block is above
      • Fixed changing game mode in multiplayer not correctly interpreted by the connected clients
      • Chests and Ladders now have correct collision and selection boxes and are orientable (n e s w)
      • Fixed chunk loader suddenly stopping to generate new chunks after some time. Added another debug command to track such kinds of bugs.
      • Refactored Multilanguage support
      • Fixed not being able to climb out of 2 block deep water
      • Added red mushroom block
    • Worldgen Updates
      • Added a block patch generator that can produce patches of flowers, different grass, mushroom rings, and later hopefully some smaller patches of sand and gravel near lakes. 
      • Tweaked climate tinting textures to be a bit more pretty
      • Continued work on block layer generation: Works a bit better again, tweaked the grass layer, still not seeing any sandy deserts for some reason.
      • Tweaked landform generator: Mountains and Grasslands probably look better now
    • Sound and sound engine updates:
      • Refactored the sound engine. The old code was super frustrating for me so I finally went ahead and refactored it. The code is now way cleaner and shorter too. Changing the sound level in the settings now also adjusts all currently running sounds.
      • Blocks can now have randomized breaking, placing and stepping-on sounds again freely configurable by anyone. I've spent a day collecting and editing various sounds for the most common blocks. Added about 50 new sounds to the game. Most of them are decent, some need improvement still
    • Small fun features
      • Each time you you open the "new world" screen, a world name is randomly generated (e.g. "Gloomy Kingdom Worlds")
      • Breaking blocks in creative mode also spawns particles
      • All block sounds now also have a slightly randomized pitch, which sounds super funky. Maybe too funky for our theme :D

    This time with some random terrain screenshots, maybe you'll notice the improvements.
    2016-08-20_20-42-33.png 2016-08-20_22-29-07.png 2016-08-21_12-40-43.png

    2016-08-21_08-28-32.png 2016-08-21_09-48-18.png 2016-08-22_07-21-46.png

    2016-08-22_08-06-05.png 2016-08-22_08-06-14.png 2016-08-22_08-08-11.png


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