DEVLOG #3 Animals, houses and other world stuff
Hi everyone,
Here I'm again with a new update about my little protoype project.
Last week I remade almost everything (3rd time I think :( ) in the first instance the all chunks where creaeted by checking if there is an neigbour with an raycast, this was pretty heavy and took a lot of frames. Last week I sat in the train and it just came up :) a simple calculation for the players position and with some bools I recreate the whole world generation. But it was worth it and now I can create a very big world, with almost no frame drops :) So its way more optimized.
Also I recreated the tree generation, and now you can chop down some trees and it will drop some items. Where in a later part you can like craft swords or make planks for an house or something like that.
I implemented also a kind of animal generation system, wich I worked out this afternoon and works pretty great:) and some houses where added but thats done with almost the same algorithm.
I dont really know what for animals to implement so I'm trying to figure that out, and build an AI system for every animal with different states and behaviours.
Next week I will implement:
Some basic AI for animals;
Some more biomes;
An better algorithm to create the world, like beaches at water and that sort of stuff;
Finish the inventory system;
Basic crafting;
Swimming cause now when you walk over water nothing happens yet;
Stay safe! :)
Everview
Multiplayer, 2D, Unity, Survival, Crafting, Monsters
Status | Prototype |
Author | kasperdebruin |
Genre | Adventure, Survival |
Tags | Multiplayer, Procedural Generation, Unity |
More posts
- DEVLOG #2Oct 26, 2020
- DEVLOG #1Oct 21, 2020
- DEVLOG 0.1Oct 18, 2020
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