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Devlog #2: We have graphics! (Captain Bradley in Mauritius)
I have implemented many new features. After battling with boat movement for two weeks, I have implemented path finding that is used for far destinations and raycasting that is used for driving around obstacles in nearby mode.
You can still see and download the older demo of Captain Bradley in Mauritius as I am aiming for doing a beta release in a next couple of months.
The new features:
- We have graphics! I have got some assets, mostly boats, trees, rocks, buoys, dock textures. I have been also experimenting with buildings, but I didn’t like their looks. I will have to look for houses that have more island feel.
- Boats travel independently around the island, having (so far) random destinations. My plan is to provide proper destinations for them – e.g. docks, fishing areas etc. Pathfinding works – after going in circles trying different libraries, I decided to use Yonaba’s Jumper library that worked well for me for another game prototype of mine.
- Code rewrite – I put entities system in place for each world object. Different entities have different options, player is now just another boat entity.
- Multiple docks are now generated. Docks are now linked by roads directly to towns / villages, where I procedurally generate roads and buildings. I am using some simple rules to create road network. Roads are basically just lines connecting nodes around island. To ensure that roads connect to each other (starting from different points around island) I have implemented some distance checks. This creates more interesting road networks and intersections, not just 90 degree angles.
- There are passengers around island represented by various colored circles and they slowly move around using sidewalks.
- I have rewritten boat fixtures a bit, so now each boat includes engines. This is in preparation for a repair shop where player can improve their boat, adding another engine or replacing it etc.
- I have changed camera from an abandoned STALKER-X library to Hump, so I now have both the gamestate and the camera from that collection. This allows me to move camera independently around the island including zooming in and out thus helping me to debug easier.
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