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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. After some massive refactoring work of various Manic Digger Components a new gui system has sprung to life \o/ The refactoring included consistent use of xyz axes, threaded server components, new chunk loader, terraingen rewrite, refactor server api system, inventory rewrite, embedding of a new graphics libary and more. While programming the gui system I drew inspiration from two main sources: World of Warcraft and HTML+Cascading Stylesheets, the latter is used to neatly format what you are looking at right now ;-) The main idea is that the player can have any quantity of dialogs opened simultaneously. Just like in WoW where you can open up your character screen seperatly from your inventory. These dialogs consist of individual elements that can be either freely or automatically placed using alignments, paddings and margins. This allows me to quickly cobble together many different guis from a fairly small set of elements, because I really can't be bothered fiddling around with positioning everything by hand if I don't have to. All of the GUI System is coded from scratch using just a basic drawing library named Cairo. I generally shy away from using large libraries/frameworks (like Unity) and try to code as much as I can myself. Below screenshot show the very first version of the creative inventory. Already complete with scrollbar and search function. In the background you can also the first few steps towards terrain generation have been made already. Beyond that, it can also render fancy switches (please ignore the messy element positioning ^_^;) Up next: Trees, Fog and Water
  2. After some massive refactoring work of various Manic Digger Components a new gui system has sprung to life \o/ The refactoring included consistent use of xyz axes, threaded server components, new chunk loader, terraingen rewrite, refactor server api system, inventory rewrite, embedding of a new graphics libary and more. While programming the gui system I drew inspiration from two main sources: World of Warcraft and HTML+Cascading Stylesheets, the latter is used to neatly format what you are looking at right now ;-) The main idea is that the player can have any quantity of dialogs opened simultaneously. Just like in WoW where you can open up your character screen seperatly from your inventory. These dialogs consist of individual elements that can be either freely or automatically placed using alignments, paddings and margins. This allows me to quickly cobble together many different guis from a fairly small set of elements, because I really can't be bothered fiddling around with positioning everything by hand if I don't have to. All of the GUI System is coded from scratch using just a basic drawing library named Cairo. I generally shy away from using large libraries/frameworks (like Unity) and try to code as much as I can myself. Below screenshot show the very first version of the creative inventory. Already complete with scrollbar and search function. In the background you can also the first few steps towards terrain generation have been made already. Beyond that, it can also render fancy switches (please ignore the messy element positioning ^_^;) Up next: Trees, Fog and Water View full record
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  3. Tyron

    The beginnings...

    "If I have seen further, it is by standing on the shoulders of giants." - Isaac Newton Vintage Story will not begin from Zero, there is no need for that. Instead it will use an existing game named Manic Digger as a basis. While being pretty basic content wise, it hides a few unpolished gems in its source code. It is extremly forthcoming by the authors of Manic Digger to release source code into the public domain, which allows everybody to use it for any purpose they desire, for which I am very thankful. It allows me to kickstart Vintage Story without the need to implement the basics first. Hence, my primary goals at first were to strip down the game engine to it's most esssential parts and massively clean up, simplify and reorganize the remaining code. This is still an ongoing process and will probably continue for several more months to come. Once this is done, it is likely that less than a few percent of the original code remains untouched. Here is the very first screenshot after I added a new block loader system to have the very first blocks from Vintagecraft in our new game. Please be aware that nothing in these screenshots is final and there's many textures that need to be replaced still. Up next: A brand new GUI System View full record
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  4. Tyron

    The beginnings

    [Edit 9.Aug.2016] Seems like I accidently deleted this entry and no possibility to restore it ? The Text I still remember that I wrote: Vintage Story will not be written from Scratch, there is no need for that. Instead it will be based on the game Manic Digger whose Authors graciously have placed the entire game source under public domain, for which I am extremly thankful because it will let me kickstart my game and not worry about implementing the very essentials first. The game itself looks, let's say, very rough, but it hides a few unpolished gems in it's source code. Below Screenshot is the very first visible progress on the game, as I have written a new block loading system that loads blocktypes from external json files. The line of blocks you see there are directly taken from my mod Vintagecraft. I've also already managed to render blocks as 3D models within manic diggers gui system
  5. Tyron

    The beginnings

    [Edit 9.Aug.2016] Seems like I accidently deleted this entry and no possibility to restore it ? The Text I still remember that I wrote: Vintage Story will not be written from Scratch, there is no need for that. Instead it will be based on the game Manic Digger whose Authors graciously have placed the entire game source under public domain, for which I am extremly thankful because it will let me kickstart my game and not worry about implementing the very essentials first. The game itself looks, let's say, very rough, but it hides a few unpolished gems in it's source code. Below Screenshot is the very first visible progress on the game, as I have written a new block loading system that loads blocktypes from external json files. The line of blocks you see there are directly taken from my mod Vintagecraft. I've also already managed to render blocks as 3D models within manic diggers gui system View full record
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  6. Hello! I'm glad to see you here! This will be the place where I, starting from today, will post regular updates about the current state of the game. As many of you might know I am working on a blocky sandbox game which is based on my full conversion modification named Vintagecraft. I am doing this as my nearly full time job now and hope to release it in Spring 2017. I am extremly eager to implement my ideas into the game and watch players using them. I have already been working for 2 months on Vintagestory and I am making large strides towards a playable game. Any questions or suggestions? Let's have a talk in the forums!
  7. Hello! I'm glad to see you here! This will be the place where I, starting from today, will post regular updates about the current state of the game. As many of you might know I am working on a blocky sandbox game which is based on my full conversion modification named Vintagecraft. I am doing this as my nearly full time job now and hope to release it in Spring 2017. I am extremly eager to implement my ideas into the game and watch players using them. I have already been working for 2 months on Vintagestory and I am making large strides towards a playable game. Any questions or suggestions? Let's have a talk in the forums! View full record
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