haloman30

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Stratagem

Everything posted by haloman30

  1. * Changed viewport scaling mode from Viewport to 2D - the game now runs at the display/window native resolution, allowing for a smoother experience and more intricate details when needed
  2. + Added Dirt Cliffs, Grass, Snow, and Sand as inventory items + Added a new font that can be seen throughout the UI + Added Soccer Ball * Shovel can now raise terrain * Fixed an issue where mouse cursor detection over inventory slots would fail unless the player was standing at 0,0 * Improved item tooltip display * Improved look and feel of buttons and panel UI elements * Items can now be dropped on the ground * Cloud shadows now display in the main menu background
  3. Version 1.0.0

    1 download

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  4. Version 1.0.0

    0 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  5. Version 1.0.0

    5 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  6. + Added inventory and hotbar systems + Added weather status UI - displays altitude, humidity, and temperature + Added decorators to world generation - decorators refer to small ground details, such as flowers, pebbles, etc + Added resources to world generation - this currently only generates trees, but will generate other resources in the future + Added world features to world generation - this refers to any sort of premade structure which can generate within the world, with the only current feature being a fun little easter egg on one very special seed + Added cloud shadows - these are subtle shadows which pass overhead, giving the illusion of clouds + Player can now place/use items based on the selected hotbar item, rather than just raising/lowering terrain * Redesigned user interface appearance, removing most old Stripper Run UI leftovers * F3 screen now shows global mouse position
  7. Version 1.0.0

    0 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. This build specifically represents version 0.0.2. To see the changelogs for this update (and other updates), check the update notes blog.
  8. + Main menu now has a dynamic background + World generation now supports biomes, including: Plains Jungle Desert Mountains Ocean Taiga Woods Beach * Updated main menu title text * F3 screen now shows much more information, including debug info and the current world seed * Terrain editing now has several limitations more in-line with survival-style gameplay * Player selection box is now limited to within a 5-tile radius of the player * Pressing 'V' to noclip is now a toggle, rather than requiring it be held down
  9. + Added player movement (walking, sprinting, jumping) + Added basic terrain generation + Added debug screen (F3)
  10. + Added "Sandbox" subforum + Added Untitled Sandbox Project to Projects and Services page - Removed the "It's Quiet..." message from the Store - Removed Killerteddy
  11. + Added Downloads category to Official Games/Projects: Legacy + Added Downloads category to Official Games/Projects: Sandbox (with child category "Development Builds") * Moved Raven Runner downloads category to newly added Legacy category * Moved Galactiminer downloads category to newly added Legacy category * Rearranged Official Games/Projects downloads category to show current projects higher in the list, rather than at the bottom - Removed Killerteddy
  12. haloman30

    Sandbox™️

    Howdy, folks! We've got an unexpected and exciting announcement: We're announcing another project - a top-down 2D sandbox title, made using the Godot engine. If you've been around for any length of time, you've probably got questions - so let's dive right in. What is this Untitled Sandbox Project? As stated before - this game is a top-down 2D sandbox game, similar to things like Minecraft or Valheim, or Terraria to an extent. Right now, it's fairly early in development - however, despite that, there's a lot more to see than what we've had to show with Blamite thus far - at least in terms of anything resembling gameplay. However, you're probably wondering: why? What made us decide to switch gears from Blamite and start on yet another different project? Well, first and foremost - we want to be clear that Blamite isn't going anywhere. It's not cancelled, nor is it being shelved to collect dust forever. We're still excited and intend to continue working on Blamite going forward. As for why it is we decided to temporarily focus on this instead, there's a couple big reasons: Funding You've likely noticed that we don't exactly pull in a ton of funds, which makes sense since we don't have anything to sell just yet. This was one of the starting points of conversation for a project like this: what is a project that I, as one person, can feasibly create in a relatively short span of time? The best case scenario would be that I can focus on it (and Blamite) much more if a project such as this were able to bring in enough revenue to take the place of my full-time job, or perhaps even enough to have some form of paid team members to help those projects move along at a more constant pace. At worst, however - it's still going to be a great benefit in many ways. It gives me some real experience in both developing a game, getting a real sense of what things I might want to consider including in Blamite - but also just understanding what it's like to ship and support a product. It also is a real project I can put on my portfolio, which may help me get into a better paying job than the relatively low-level work I've been able to get thus far - which in turn would also provide more funding to Elaztek, allowing Blamite and other projects to receive some actual funding and help them move along a bit quicker. Development Time One of the benefits of creating a game like this (and in an existing engine) is that, of course, it'll lead to a much shorter development time. Blamite is making good progress, but it's nowhere near game-ready as of yet. Along with that, I've managed to become fairly decent at texture work when it comes to pixel art - which, combined with everything else, means that I could feasibly create this project, as one person, perhaps even within the span of a number of months, maybe a year tops. The clearest illustration you can see of this is in what we've got done thus far. What you see is really just a week and a half's worth of work on my part - and during weekdays, I've only got a couple hours to put in. This same line of thinking on our part previously led us to (briefly) consider another project - one that you'll find and see some leftovers from in the first build of this project: Stripper Run. If you want all the details and backstory on that, check the spoiler below. In future builds, these holdovers will be removed - but we figured it'd be fun to leave them in for this first pre-alpha build. Why Godot? What about Blamite? While we've gone into it earlier, we'll expand on it a little bit further: right now, Blamite just isn't ready for game development. It's made good progress, but it's got a long way to go. With one of the goals of this project being a short development time, using Blamite for this just isn't feasible. But as also stated before: this does not mean that we're ditching Blamite and that we'll be using Godot going forward. Our intent is for this to be a once-off, and for all games beyond this first title to be made using Blamite. We do plan to continue to support the Sandbox project for many years to come, but for any future games, we plan to stick with Blamite. We could've also used Unity, but due to their recent licensing changes and violations of trust (which yes, have been largely rolled back now, but the trust issue remains), and due to genuine technical issues we had trying to get pixel art GUI to display properly at all, we find Godot more preferable. It's free, open source, and we don't owe them any royalty fees - and it just so happens to work better in our case. When can I play it? That's the cool part - as you might've worked out from us mentioning a pre-alpha build earlier, you can play our first build right now, for free! These development builds we share will always remain free, but keep in mind that in the future, once we reach what we'd consider to be an alpha stage, we will start requiring purchases. That being said, we also plan to have a pricing model similar to what Minecraft had - where if you bought it during Alpha or Beta, you'd end up getting a discount. As such, once we reach Alpha, if you choose to buy it at that point, you'll own the game - and you'll get all future updates from then onward. Similarly, we also do plan to allow legacy versions to be played, also much like Minecraft - so if you buy the game at a later date, you'll still be able to go back in time and play those old Alpha or Beta builds if you'd like. For now, though, these initial builds will be free - and they'll remain free even once we reach Alpha. To check out all available builds (both this first one and future ones we publish), check out this page. If you'd like to keep up with our development progress, we've made the Sandbox stratagem page public viewing - just like with Blamite. You can check that out here: https://elaztek.com/stratagem/projects/5-sandbox/ To wrap up, we'll share some screenshots we've taken during this first development period - from the start of the project to now. Enjoy! If there's anything you'd like to see in the final game, be sure to let us know on our Discord or here on the website!
  13. From the album: Untitled Sandbox Project

    The image used when first announcing the project on the website.
  14. haloman30

    The Symbol

    From the album: Untitled Sandbox Project

    Only those from the realm of Chaotic United will know. Also shown in the bottom-left are coordinates.
  15. haloman30

    Main Menu v2

    From the album: Untitled Sandbox Project

    The main menu, as it appears in pre-alpha-0.0.1. Unchanged, except due to internal changes, the new terrain textures are used where the old debug platforms used to be.
  16. haloman30

    Pyramid

    From the album: Untitled Sandbox Project

    A pyramid created by modifying the terrain
  17. haloman30

    mogus returns

    From the album: Untitled Sandbox Project

    amogus v2
  18. From the album: Untitled Sandbox Project

    Initial (buggy) live chunk generation
  19. From the album: Untitled Sandbox Project

    Screenshot showcasing the chunk system being improved, removing seams between chunks.
  20. haloman30

    Early chunk system

    From the album: Untitled Sandbox Project

    The first implementation of chunk-based generation
  21. From the album: Untitled Sandbox Project

    A closer-up image showing water, grass, dirt cliffs, and the debug character sprite.
  22. haloman30

    No Water

    From the album: Untitled Sandbox Project

    A screenshot of the world, with the water layer disabled.
  23. haloman30

    Cranked Height

    From the album: Untitled Sandbox Project

    Highly increased world height/depth, utilizing new textures made specifically for the project.
  24. haloman30

    amogus

    From the album: Untitled Sandbox Project

    a rare mogus emerges from the world generator