mandag den 29. oktober 2012


So I finally came around to doing water... This was quite the battle, but I consider the results a success. I still haven't decided if the results will be the final version that will be kept in the game, but for now I will keep it there.

What's New?

Here's the list of changes since last time:
- Water has been added.
- Hunger and thirst has been added (Currently only affects the indicators on the GUI)
- Save/load algorithm updated to support water.
- Stone and stone wall has been added (Though the stone wall graphics are temporary)


So the biggest thing added this time is water. Adding water was a long battle, but the end results are satisfying.
My first attempt, which was decent for a first attempt, worked out okay, but the water just wouldn't even out proberly. Even after several minutes of waiting the water would most of the time be leaning in one direction.
At other times the water would just flow uncontrolled into the air.
I actualyl created a small video showing the issues I had, take a look if you want:

The method I used at first was very simple, I checked all the water tiles from the bottom and moved upwards, for every water tile I checked if there was room to dump water below, and if so, dump all the water possible. If there were still water remaining in the tile it would then dump 1/4 of the remaining value to the left tile and 1/4 to the right tile. This process was repeated for every water tile.
I did actually create a whole new tile for handling water, but this ended up giving me some gamebreaking problems. See when the water flooded the ground and hit any passable tiles, it would merely overwrite them. Since water was a tile, in order to spread I had to overwrite the old tile with the new water tile. Figuring this wouldn't work I decided to add a variable to the base tile class, where the water value was kept, thus removing the need of a water tile, and making it possible for every tile in the game to contain water. Although this fixed my problems with the tiles, and saved me a few checks in the algorithm it still didn't bring me closer to a solution.
Then one night just before I was heading to bed I found this article. The article describes how to make water using Cellular Automata. I gave it a quick read, and found it interesting, although I was too tired to grasp it all.
So the next day I looked it up and decided to give it a go. About an hour and a half later, plus twenty minutes of tweaking I ended up with the system I have now. How it looks you can see in the video at the end of this post.

Hunger and Thirst

Eventually I want the game to be more than just killing and mining to get better gear. I also want the player to have to deal with simple things like hunger and thirst. While this is not very complicated to add, it does add a lot of changes to the general gameplay. The player now has to keep in mind that he needs food and water to stay alive. Currently only the graphical implementation is done, but the rest isn't that hard to code, balancing it might be quite harder though. I want hunger and thirst to be an extra challenge for the player, but I don't want it to make exploration and leaving the comforts of your own base too difficult. On the other hand I don't want it to be an insignificant element of the game. I look forward to balancing this in the future.

Stone and Stone Wall

Stone has finally been added to the game. It is minable, and stone wall can be crafted. The graphics for the stonewall is temporary though, since I want the stone wall you build from raw stone to have a more raw and natural look. You will then be able to craft the stone into chiseled stone, or something similar. Building walls from those stones might get the current graphics that stone walls currently have.. I haven't decided yet.

That's it for this time. I didn't want to go into the save/load algorithm, I think I mentioned it earlier, and the changes are minor anyways.

As usual, I have made a video containing all the updates, albeit few this time. So enjoy the video:

Phantobra - The Game - Part 7: Now with water... and stuff!

fredag den 19. oktober 2012

The world (of Phantobra) is no longer safe!

It finally happened. I added the very first hostile mob to the game. It may be insanely stupid, and has next to no pathfinding skills, but it's a start! The first hostile mob - The Grey Wolf. Grey wolves are now roaming around in the game, killing any rabbits they come across, with the main focus of chasing and killing the player- And yes, it is now possible to die in the game (Sort of- more on that below).

What's New?

Without further delay, here's the list:
- Wolves have been added - The very first hostile mob.
- Player health has been added, death now lurks around every corner... if there's a wolf around.
- A health bar (row of hearts) has been added to the upper right of the GUI.
- Plants have been added. Ten different with four stages each!
- The shovel has been fully implemented (may need a bit of tweaking though).
- Inventory has been slightly updated.
- It is now possible to save and load the world.
- More bugfixes.


So I finally came around to adding a hostile mob to the game. This might not be one of the biggest accomplishments but it has a huge impact on the game. Although there might be several minutes between each wolf encounter, the feeling of being one hundred percent safe is no longer there, this also adds a feeling of life to the game, albeit not much yet.
For the wolves to be challenging I need to improve further upon them. I have been studying and playing around with A* pathfinding, and I have no trouble grasping the main concept of it, and I would have no problem writing an algorithm for a top down, gravity free world, but I still struggle with finding a solution, and maybe also understanding how to apply it to a platformer game, where jumping and falling needs to be taken into account.
Currently the wolf is fairly simple in design. It choses a target on spawn, which is the nearest of rabbit or player. Every two seconds it checks if there are a better (closer) target, and if so, chooses that. It then just moves in the targets direction, by checking if the targets X-position is higher or lower than its own. There's some basic coding for jumping obstacles and small holes in the ground.
This means that if you are underground and the wolf is above you it will simply follow your x-position until there's a direct passage down towards you, it will not try to find any path at all.
So in short, my wolves are very basic at the moment, and they really need to be improved upon. Once I have my pathfinding code in place it will be easier to add more mobs.. at least mobs with similar movement.

Health and Healthbar

After adding the wolves it felt kinda weird that the wolves would chase you, but they wouldn't do anything. So I quickly went into, made a heart shape, and colored it light grey. This one heart now makes up my 10 heart healthbar. What I do is I paint the 10 hearts, and tint them red, when the indicate health, or tint them dark grey if there's no health in it... This requires further explanation I think.
The player has hitpoints just as any other creature has. The healthbar is supposed to give an estimate of how much health the player has left, thus I have a property I can call that calculates the current health in percent.
So I have a for loop, where my variable "i" starts at ten and move down towards one. Ten being the rightmost heart and one the leftmost. When I draw the heart it is either drawn as a red heart or a grey one. The way I determine that is by checking if  CurrentHealthPercentage + (i * 10) < 100, and if this is true I color the heart grey, otherwise it will be colored red. This gives a slightly "positive" healthbar, since the first heart won't turn grey until you've lost 10% of your health. I am still considering to change this, since it shouldn't be that hard. But I've played around with the thought that some item abilities will only work when all hearts are full.. And having 10% health as a buffer for that might make those requirements more fair.. or maybe too fair.. I will give it some thought.
The reason I said you could die "sort of" in my intro, is because although you die (dissapears with no animation) you can still use the mouse and do all the actions you would do with the mouse, thus you can build stuff near where you died. This is of course just a funny easily fixable bug, but for now it amuses me :-)


Ten new plants have been added, each with four different stages. Currently all the plants are just randomly placed on top of grass tiles, but at a later time some of the plants will only be able to grow in certain places and at certain times. It took me quite some time to get my first plant finished, but once I got the hang of it, it took me maybe around 30-45 minutes for each plant. I have no idea if that is fast or slow, but I'll rather spend two hours (as I did on the first plant) to get a result I am happy with, than rushing through it. Plants are harvestable with a shovel. If you swing any other tool at a plant it will be destroyed, with no chance of any loot. Currently only one plant has any loot associated with it. When the plant is in stage 3 there's 75% chance you get a couple of plant seeds, on stage four the chance is 100%. You will get the plant on stage 3 and 4 no matter what. Currently you won't get anything from the earlier stages, but I have considered adding lower percentages for that. The seeds can then be used to plant a new plant, while the flower is meant for crafting, though a use for it is not in the game yet. Currently plants are planned to be decorational, for crafting and alchemy (not yet implemented) and some cases for food.

The Shovel

When I started creating the game, the shovel was used to remove background tiles, this was changed at a later time though, since I felt it was just plain wrong to remove a wooden background wall with a shovel. This also means that currently there are no means to remove background tiles in the world, although all the code to do so is in place. The shovel will instead be used to harvest plants. The reason I decided to do it like this is that I wanted the player to be able to simply destroy plants by swinging a sword (or any other non shovel tool) at the plants, if they were in the way, instead of forcing players to harvest plants and give them potentially unwanted loot (Since some plants will be there in abundance.) So now you just chose to either destroy the plants, or harvest them. Also where all tools swing downwards, the shovel swings upwards, which makes much more sense for a shovel.
For reasons I don't fully understand yet, the shovel is a bit off in the swing animation compared to the players arm. This is not happening when I swing downwards, so this will need a bit of tweaking.

Inventory Changes

The changes to the inventory aren't very big, and they're not included in the video below. I actually did the inventory changes just before I started to write todays blog. What I changed was the way the inventory is searched everytime you add something to it. As you can see in my previous video where I show off crafting, when I craft some torches initially the stack up nicely in the same slot. But when I use the last of the animal fat, a quickbar slot is freed, and since that slot is checked for free room sooner than the slot with the torches it simply drops them in that spot. This was slightly anoying, so now what happens is that first it will search the quickbar, and then the inventory for any matching items. It will then attempt to stack it if possible. If there are room for some of the items, but not all it will add what little there's room for and continue to search for another possible place to stack it. If every inventory slot has been searched and there are still some items left that needs a spot, it will be placed in the first avaible empty quickbar or inventory slot. I am quite happy with how it turned out, and the inventory feels much more solid now, and the code even got a bit cleaner, although it took a few more lines.


So I've had a few nasty bugs over the past few weeks, and today I sat down and crushed them.
I won't go into too much detail, but I felt like listing them.
- Doors that could break and become unremoveable, are now again both usable and removable.
- When building a solid tile on top of a grass tile it would cause the grass tile to dissapear, until it was involved in another update cycle. This has now been fixed by correctly updating the tile after changing its orientation rather than before.
- Sometimes plants was able to enter a state higher than four, causing the plants to be invisible, but still be in the way for construction. They're no longer hidden, and has been told to behave in the future.

I think I managed to cover everything this time (Probably not though). You can see the new video below.


Phantobra - The Game - Part 6: I'll see your rabbit and raise you a wolf!

tirsdag den 25. september 2012

Crafting and Combat

I remember less than two months ago, I posted a video of me building a house in Phantobra - The Game. This was done by spawning the materials and then build the house. I was proud to have come so far. Now... I've met the next milestone- Building a house without any kind of cheats or commands.
For a long time I've postponed the making of a crafting system, so I ended up making one of those bets with a friend, where you give each other a task, and failing means you have to give the other part something. So my task was to implement crafting in the game, which I did.

What's new?

Both combat and crafting has been implemented in the game. The complete list of updates since last post:
- Added Crafting to the game. Currently there is 10 craftable items.
- Added new items to the game. Currently there is 18 items in the game.
- Combat has been implemented. You can now kill (and loot) rabbits.
- Two loot items has been added to the rabbit. Animal fat and Rabbit Hide.
- Sand tiles and the sand item has been added to the game.
- New background(s) for both day and night time.
- Tiles now crack when mined to visually show where you are currently mining.
- Terrain has been updated- This is still at an experimental stage, as you can easily see in the video.
- Random caves and holes has been added in the terrain. This is also very experimental.
- Optimized on RAM usage. Reduced the memory required for each tile by approximately 20%.


Ever since I got mining implemented into the game I've wanted to add a crafting system. I thought it would be a lot of boring coding, so I kept doing other more exciting stuff. Now where the basics are complete I can see I was a bit wrong. The thing that took the most time was figuring out how my crafting system should work. On top of that I had to make it so that it was easy to understand, which I think I did accomplish. At the moment, you can craft any craftable item, as long as you have the required material. Since crafting is a major part of this type of game, I will expand on the crafting system later. Further restrictions, such as work benches, forges, etc. will be requirements for some items later. I've also though about adding recipes for some of the more unique and rare items in the game, where you need to find the recipe before you can craft the item.
Currently all recipes are hardcoded into the game. Actually what I do is keep all the recipes in one Method, within a switch case. I throw in the ItemID of the desired item, and it returns a list of Vector2 containing the ID and the amount of each required item in the recipe. Currently the code to retrieve the recipes are running every loop as long as the inventory is open. This is not optimal, but I needed to be sure that if I remove an item while the inventory is open that It wouldn't allow me to craft items that I didn't have the ingredients for. This is not that hard to fix. All I need to do is run the CraftingUpdate everytime I open my inventory, or change something in it while it is open.
I really should do that soon...
The UI for crafting is simple and straight forward, at least in my opinion. I haven't decided on the colors yet, but for now I'll stick to what I've got. I am planning on making the colorscheme for the UI customisable anyways.

Items and Loot

As a consequence of both combat and crafting I've added a few more items to the game. This includes "Wooden Sticks, Animal Fat, Rabbit hide and sand. Except for sand, all of these were added because of either combat or crafting. I did put a lot of thought into what items I wanted to add to the game, especially the items needed to create torches. In this style of game torches are a very important aspect of the game, and their availability greatly impacts the game. Personally I believe that torches should be relatively easy to come by, but still require a bit of effort on the players part.
Since I don't want my game to be an exact copy of Terraria, I don't want to do the "get gel from slimes" thing. So I've decided to have more than one source of "fuel" for the torches. The first one being animal fat. Using one unit of animal fat, and one stick currently yields two torches. Animal fat currently only drops from rabbits, which is a harmless mob. My plan is to have a low to medium drop chance (somewhere between 5-20%) for every mob you kill that can be considered an animal. This will (hopefully) give a steady flow of "fuel" for your torches. I also want the player to be able to mine for his fuel, rather than kill animals. So being able to find coal while digging around was an obvious choice. Coal is not yet implemented in the game, but it will be added at a later time.
The rabbit hide has currently no use in the game. My first idea with it was to use it to craft animal fat by removing it from the raw newly skinned hide, but I decided against that. Instead I decided that a rabbit could drop both things. Currently there is a 25% drop chance on rabbit hide, and 20% on animal fat.
I also added the sand item and sand tile. There really isn't much to say about it. It was like a natural thing to add it sooner or later. It reacts to gravity, and falls down if something beneath it is removed. The physics for the sand is very basic. If a column of sand drops it drops just as a I shaped tetris block would do in a game of tetris (except for the grid based movement thing). Currently I am happy with the simplicity of it, so I might keep it that way... I haven't decided yet.


So eventually combat had to be implemented, and now was the time. I don't think I mentioned it in my earlier posts, but I've actually done some of the code for combat a while back now. I got stuck though, since the rotation of the weapon has some heavy mathematics around it. My math skills aren't sufficient for a lot of the more advanced stuff, so I do a lot of reading, and get help and find examples online, and basically I get something together by doing a mix of that.
So currently Swords, Axes and pickaxes are usable as weapons in the game. Already back before I even did anything related to graphics in this game, I fleshed out the tool/weapon classes very well, so after finishing the combat system it was all a matter of combining it with the calculated stats of the weapons and tools. Damage and mining efficiency are calculated from item type, material and other effects you can add to items. Speed is based on material and weapon/tool type. All three of these weapons are all swinging weapons, which means the swing in an arch from top to bottom in front of you. These are all working and are implemented.
How this works is, I rotate the weapon, and the origin of the weapon (Origin = hilt position). I tweaked the numbers so the sword arched nicely in front of the player. After that I added the swing animations to the sprite and polished the numbers a bit, and voila, Emma can now swing her sword. After I did that the next problem came up- I needed to have some decent collision detection so that I could kill some rabbits. Now when XNA rotates the sword visually, you don't have any boundingbox out of the box, that you can do collision detection on. So after reading up on the subject I found another solution. On your weapon you add a few points, in my case 3 points, and check if they intersect with the rabbit, and if so, you deal damage. Basically what I do is add 3 points, in line with the start position of the tool, and rotate it around the same origin (sword hilt). This way the points follow the sword and you have a decent collision detection for your combat.
I still need to implement stabbing weapons, and a digging weapon. The digging weapon (shovel) will rotate just like the swords and axes, but going from down to up instead.
I belive the stabbing collision will be simple enough, as there is no rotation involved there. I belive using a single point for collision detection would be viable here.

Terrain and Mining crack

I have been playing around with the terrain quite a bit. There are underground caves, and randomized terrain. Everything is highly experimental at this stage, and although I've spend a lot of time playing around with it, and reading up on it, I don't have much to share about it currently. I use a variation of the Perlin Noise algorithm, which I haven't written by myself, but pieced together online. As you will see in the video, the results are promising, but definately needs improvement.
I've also added a small feature- The mining crack. When mining a tile a crack will now appear, indicating your progress. The further along you are, the more the tile will crack. If I remember correctly the crack is a 5 frame animation, and was implented very easily. Basically I just compare the tiles current hp to it's max hp, and based off on the percentage I draw the crack. So every 20% increases the size of the crack.


So I've added some simple backgrounds, the most noticable is probably the night sky. It's very simple, but it does add a lot of mood to the scene. I do have a lot of plans with the backgrounds. I think I mentioned last time that the moon can be used to symbolize events, like a red moon in terraria causes zombies to invade. Their idea is very good, but sadly they don't utilize the potential of this idea very well, at least in my opinion. I can think of quite a few more events you can related to the moon. Even without the moon there is a lot of things you can do with the background. Imagine that sometimes a rare constellation will be visible on the night sky. This could be a subtle hint to the player that something is going on. Maybe a rare flower, needed for alchemy only spawns whenever there's a certain constellation on the night sky, or a certain kind of mob or animal only shows up during a specifik constellation. Adding lots of small events, gives the player options that can benefit them, but it will not be game breaking if you are unable to react to them.
Now I do know that adding tons of events like this can quickly become a lot of work, so my longterm goal is to see if I can find a fast, and yet solid way of handling these events. Something like everytime I want to add an event, it's all a matter of adding a few lines of code and store it in some event collection. As long as there are some solid, yet flexible, rules for these events, this should be possible.

I think that covered most of it. I didn't get around the RAM optimization at all, but really there's not much to it. I realized some time ago that my tiles had a lot of information in them, that I could possibly store elsewhere. Information like whether or not a certain tile type reacts to gravity. Instead of storing that information in the tile, I would just go look it up somewhere. I was hesitant to do that since then I'd have to jump through ifs or switch cases, for every single tile on the screen. So I went online and got some very nice advice. I create a list of tiles with static information (Not a static class). One for each TileType. Then all I need in the tile to access all the static information is the index number for the list. An example would be: Dirt is placed in the 2nd. spot in the list, thus it would be on location 1 in the zero based index. I than keep a short with the value one on the dirt tile, and use that as an argument everytime I want to retrieve information from the list. This way I save a lot of information from being stored in the memory, and I avoid having to juggle with switch cases hundres of times each cycle.

Phew.. This turned out to be quite a wall of text this time. It's getting late and there is school tomorrow, so I'll wrap it up.
Enjoy the video, and don't hesitate to comment, rate or subscribe, if you feel like it.
Phantobra - The Game - Part 5: Crafting, Killing, Construction and ...

mandag den 3. september 2012

Sprites and Animations

I've finally taken the first step towards my programmer education. My current education is an IT Technician (IT Supporter) - But there's not much programming in that one. So I decided to study computer science. So over the next two years I'm reading up on some classes, to reach the requirements to get in.
What this means is, that there will effectively be less time to work on this game, but as it turns out, the need to plan my time better seems to give more productivity, so this might not be all bad for this game.
What's new?
I finally managed to put some life into this game. This update includes:
- The player rectangle has been retired, and replaced by a new player sprite.
- Rabbits have been added to the game.
- A full cycle moon has been added to the game (Before it was just a big yellow square).
- Clouds have been added to the game.
- Some minor bug fixes.
The player sprite
I finally got around to making a (almost) fully animated sprite of the player. Since this first version looks more like a female than a male, my daughter decided to name the sprite "Emma"- So until further notice, this will be the name of the player sprite.
I think I've mentioned before that all the graphics in the game are made solely by me- And it's no secret that I am not very good at drawing at all. I am... satisfied for now, with my current sprite.
After I finished making the basic frame in Paint.Net I found an awesome beta version of a program called Spriter (Made by BrashMonkey) that required me to chop up my sprite into smaller pieces. This left me with separate pictures of the hair, head, torso, legs, hands and feet. This allowed me to animate my character in a very simple way, by moving these images/parts around as desired.
This gave me the idea to create separate animations for each part, and then draw them on top of each other in the game. This allows me to change the animation, or appearance of each body part individually. So in the near future I will be adding various clothing and hairstyles, which can then easily be changes while playing. I think this is the first step towards changing equipment visually.
I still need to add the Stab and swing animation to the character.
So after some moderate success with the player sprite I decided to add rabbits to the world.
Before I started to draw them I went online and looked at various pictures of rabbits, and after that I decided to give it a go. What was really difficult was to keep the rabbit in each frame, about the same size as the rest, while at the same time showing the rabbit stretching (which it does when it jumps).
I consider the rabbits my biggest success this update. I made the entire animation strip, without testing, I then went on to program the rabbits basic AI, compiled and tested it. And voila - Hole in one. It just worked. I stared at those small bunnies jumping around my screen for like 5 minutes, and I was speechless. For me- This was the experience of the month, no doubt about it.
I did end up having to add a bit extra code to the rabbits physics method to keep them falling through the ground occasionally.
The Moon
For quite a while, my moon has just been a big yellow square. So last night I had some spare time on my hands, so I decided to make a moon. This time I decided to do this without any help. An hour later or so I had a full moon cycle strip, just ready to be implemented. I colored the moon light grey, which gives the opportunity to tint it with any color I want in game. This allows me to create various moon related events like "Blue moon", "Blood moon", "Hunters Moon", etc.
The moon will have an impact on what happens during the night, based on the current state of the moon, and based on the rare events where the moon will be colored.
Finally I managed to create some clouds to implement. Currently all clouds moves east (right). I do have a wind variable to play around with, but weather and such will not be implemented for some time.
So with all that out of the way, here's the video for this update. It's short, since all the new things does not take that long to show- Enjoy :) 
Phantobra - The Game - Part 4: Rabbits, Clouds and a Moon

fredag den 10. august 2012

Building my first house.

I've finally come far enough with my game to be able to build a basic house.
Not much has changed since last video, in terms of new features. I've added a few more materials and added trees and doors to the game. Also I'm still struggling with my lighting system. In the video below you will notice a bug after the house has been build and I place the first torch. This bug is now fixed. I am still not happy with the lighting system, but at least I'm getting closer to a solution- But for now I've benched the lighting issues so I can continue to add new features.

So the trees was a bit tricky to import to my game. Since everything is tile based I try to create everything as tiles. For the trees I "broke" that rule. The trunk of the tree is tiles, as it should be. But the tree top is a different story. Since the treetops aren't really supposed to influence the game in any way, I decided to draw the treetops as a full picture, and place it at the top trunk tile. So basically the treetops are just an image placed strategically to make the trees look whole.
Currently trees will be drawn in front of any background tiles, but behind any "solid" tiles.
A side effect of "forcing" the treetops onto the topmost trunk tile is if you don't chop down the entire tree (i.e. you chop at the middle trunk tile) the treetop will simply be drawn on the new topmost trunk tile- thus making it look like the tree is shrinking. For now I will keep it this way, since I kinda like it.
When I generate a tree, the 3 bottom tree tiles are always the same. Then for each trunk tile upwards, I randomize what to draw by changing the tiles Orientation enumerator accordingly. This gives a slightly varried look for all the tree trunks.

As I mentioned above, I try to handle everything as a tile, which I did with the doors. I ended up using a quite messed up way of doing it, and I will surely rewrite it in the future. For now I'm pushing ahead to get more stuff into the game, and then take a week now and then where I will clean up code here and there.
So the reason it got messy is, that a closed door takes up 3 tiles, and an open door takes up 6 tiles. (2X3). A door can open both left and right, meaning it can touch a total of 9 tiles. This also means that since everything is drawn as a tile I will need to have an image to represent each tile, in each door state. Meaning 3 tiles for the closed door, and 6 for each of the open ones, so a total of 15 different tiles. Each tile in the world, has an enumerator which holds the type of the tile, like Grass, dirt, stone, tree, etc. Every tile also has an enumerator holding the orientation of the tile (Top, bottom, centered, free (not surrounded), etc.
I decided to use a combination of the type and the orientation to keep track of what to draw. So basically a closed door would consist of 3 tiles of TileType.ClosedDoor. Each tile would then have their own Orientation like Orientation.Top, Orientation.Middle and Orientation.Bottom. Since it would not make sense to use any other orientation, I decided to create 4 additional TileTypes to handle the door. OpenDoorLeft01 and OpenDoorLeft02 for a door opening to the left, and then do the same for the right direction. By using the orientation each door type would then hold the top, middle and bottom part of a door, but since the open doors consist of 6 tiles, OpenDoorLeft01 is one half of the door, and OpenDoorLeft02 is the other half.

A solution could be to simply break/bend the rules of keeping it all as tiles. It would be no problem to add the door as one entity (as long as I maintain the correct size) and simply draw the door as open or closed, based on either a bool or maybe an enumerator (DoorState.OpenLeft, DoorState.OpenRight, DoorState.Closed) and reserve the tiles in the world accordingly.
This would also save me a lot of (imo rubbish) code.

But enough from me for now. Here's the newest video I've made where I chop a few trees, and build a small house. - Note that the there is still no crafting system, so the materials was spawned prior to recording the video.

mandag den 23. juli 2012

Phantobra - The Game - The first post.

A few months ago I decided to start out on a journey into the world of Game development. With me I brought the desire to make a game, and some basic understanding of C#.

Now a few months later, the project has become more than I've ever hoped for. It still isn't much, but for me it's a huge step.

About the Game
So the game I am currently making is heading in the direction of a Terraria clone. This is all something I’ve planned from the beginning. In the end I am hoping to end up with a mixture of Terraria, Lemmings and Kingdom of Keflings. This first post on my blog will not be very long and detailed; since it would take ages to cover everything I’ve done until now. But when I encounter future obstacles I will be posting about them here.
Here are my two first videos. If you watch them both you can easily see the progress I’ve made over the course of a month.

The first Video

The second Video