You don't play the game... the game plays for you.

PUSHING THE LIMITS OF WEB PLAYABILITY

SO IT TAKES A MOMENT TO LOAD

Interesting Note: It seems web browser version locks in vSync even if it is disabled? Anyone have any input on this?

v. 0.7.1

  • Small Update to Add Mouse-Over text for top row of buttons for camera.

v. 0.7.0

  • World Size increased to 256x256 with a buffer of 32 x/y so camera doesn't show blank screen even with edges. Makes the world feel more full... But sitting at 150mb atm. Game will eventually go back to 128, or chunk based once I get there.
  • Diagnostic Panel:
    • Added More Information, including if the NPC has gathered wood
    • Lock/Unlock Camera from NPCs for WASD Movement
  • Trees chopped change to stumps
  • NPC sprites
    • Redrawn
    • 4-way movement animations
    • Show "Speech Bubbles" for their action
      • This is more for diagnostic atm, and to some degree I wanna keep this I think
  • Sprite Sheet
    • Many new sprites added for things coming up (Hint)
  • While not showing atm, But building zones, buildings, and travel paths are starting to be implemented. Just have to get the NPC performing build actions to make something.
  • Build System
    • Once NPCs start building, they will make a construction zone for that project.
  • WASD Camera Movement - Doesn't feel quite as smooth as I would like when unlocked from an NPC.
  • Optimization
    • Made more fixes to improve fps

v. 0.6.5:

You now have 100 NPCs to watch. Temporarily set to a single map seed while I test some things.

DRAMATIC performance boost. Memory reduced from about 850mb at runtime to about 75mb

changed resource nodes to be on Resources layer of the Tile Map. (Godot 4.2.2)

this might change some modability later, but for now it adds many performance boosts, and additional things I can do just utilizing CustomLayerData before ever calling resource node logic.

Diagnostic panel added so stats can be seen that are normally seen in the title bar on desktop testing mode.

Converted from individual sprites to full sprite-sheet. Will still have a way later players can add their own tiles, but for now making sure the framework is solid is of higher priority. 

Thanks to single spritesheet:

  • each biome has 5 patterns to choose from instead of 3
  • Features (Flowers, fallen leaves, visible ore nodes) is separated to it's own layer and will be able to be dynamically chosen for which biomes they can appear in.

ISSUES: At least in desktop testing I am noticing some occasional screen tearing at the top/bottom edges of tiles. Doesn't seem to be affecting the NPCs visually, but I am trying some options.

v. 0.6.0:

Game takes a moment to load on web. Don't worry... It likely hasn't crashed.

Terrain generation based on Height/Temperature/Humidity

NPCs follow A* pathfinding to explore

Alternate terrains

Camera Control

Game starts muted for those of you streaming it and want to stay protected from potential Copywrite strikes 

All art has been created by me (Quixjote - AKA Candice)

Updated 4 days ago
Published 11 days ago
StatusIn development
PlatformsHTML5
AuthorQuixjote
GenreSimulation
Made withGodot

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