Tag Archives: terrain
While testing a “Blue eye” weapon I noticed that you can shoot up in the air and the bombs will collide with each other making beautiful explosions. Also, this blue explosion cannot damage the ground any more, just robots. The … Continue reading
As you maybe know we are working iterative on our game these days. It means that we develop things in iterations. Each iteration is one week long in ideal, but mostly take more time. After releasing build 10, we decided … Continue reading
Functionality to build bridges is finished. You build it by placing start and end points in different places. I was trying to build it to the nearest island. You need a bridge in order to get your own creatures who … Continue reading
Trying to build a bridge between two islands in order to get my buddies over. Think I missed something in the code?
Our terrain generation algorithm has generated a mushroom island.
We are turning terrain textures into apocalyptic mode and run thus into a problem of seamlessly tiled textures. We wanted to use a photo as a terrain texture, but the result was not so good. A really easy solution to … Continue reading
Hiding a nest is not so easy. It just sticks out!
We are working on a playable prototype right now. One of the ideas we’d like to test out is a new grid. An infinite world implies much grid data to process and show. That’s also the reason why the game … Continue reading
A small update, no pun intended. The theoretical size have changed to 2^64 chunks in each direction. A bit larger world in other words. 1 chunk is 8*8*8 meters. That leaves us with a distance of 2^67 meters per axis. … Continue reading