Infinite World Generation Mostly Done
Previously the game was set to 64 blocks wide by 320 blocks deep for performance reasons and there were walls to restrict the player from moving to the sides.
I have been following along the awesome voxel tutorials here:
https://medium.com/@adamy1558/building-a-high-performance-voxel-engine-in-unity-...
There was some work converting them from 3d to 2d, but it is mostly good now. I have completed through part 4, so while there is infinite world generation, there is not infinite world persistence. If you get too far away from a chunk, it gets deleted instead of saved. Hoping to get through part 5 in near future.
I've also been working on implementing an ore distribution function and came across this great forum post:
https://www.gamedev.net/forums/topic/710149-ore-generation-algorithm/
I haven't implemented it yet, but I've been playing around with the functions in wolframalpha.
As for the particle effects adapted to pixel art, I found this great guide:
https://imgur.com/gallery/z4Boura
Still practicing and trying to make them look and feel good, but even just swapping out the particle material went a long ways already to making it feel more at home in the pixelart world.
Anyways, making steady progress, the core systems are almost in place. Next up will likely be adding more upgrades, block types, etc. and hopefully getting a v1 released as a web game in the nearish future.
TL;DR:
-voxel system mostly in place
-still working on ore generation algorithm
-particle systems implemented based on material type and adapted to pixel art setting
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