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i juiced up the crude carpentry table: now it drops the items you craft, and materials involved in the crafting get a little animation. also it now shows the quantities of materials when you mouse over the crafting station for convenience

next is adding more items/recipes to the table to finish it out

i'm also gonna give splitting block game development into shorter (bi)weekly threads a shot. we'll see how that goes

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

RE: mastodon.gamedev.place/@eniko/…

you can find the previous dev post here:


after many, *many* refactors the recipe picker popup is now in, which means that crafting stations in block game in general are now complete!

of course i haven't made any carpentry items yet so for now the crude carpentry table only has the two basic recipes

#EniBlockGame #GameDev #IndieDev


in reply to Eniko Fox

small change but on-screen overlays like crafting station material quantities are now sorted properly. took a bit of work to implement

this'll be nice to have later when there's multiplayer and nameplates and such

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

I am slightly disturbed by the L-shaped one having no inner corner leg
in reply to Oblomov

@oblomov technical limitations 🤷‍♀️ I don't wanna have to increase the number of models from 16 to 256
in reply to Eniko Fox

doors are complex and we ran out of budget at block game development inc so you only get half a door and it's tidally locked to a single orientation, sorry

seriously though doors went from "oh this should be pretty easy" to "omg why is this so hard" SO QUICKLY

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

The way I did doors is they split in half and they can be open or closed, but they take up the same space either way, and the only thing that changes is whether other things can move into that block.

If a peep is inside a door block when it closes, that's fine - they can still move either direction. They don't stop the door opening or closing either.

It's not realistic, but so far, I have not found any disaster side-effects.

in reply to Tom Forsyth

@TomF tbh the physics/collisions isn't even the hard part of doors in this engine. The hard part is that it's a block, but with behavior, and non-block shaped collisions. Or rather that it's an entity, but it collides like a block, and can be placed and broken like a block

Also since it is 2 blocks tall, it's the first block like thing in the engine that is more than a single block in isolation in size

in reply to Eniko Fox

There is one thing that's making me reconsider "door in the middle of block" and instead doing it like minecraft, and that's what effect an open door would have on mob pathing since it's halfway between blocks and blocks travel between them

But I can probably work around it

#EniBlockGame

in reply to Eniko Fox

you can collide with entities (and so the door) now. took a while to figure out how to do efficiently

at the start of each tick, for each entity that has physics, collision boxes are stored for all collidable entities nearby. this prevents ordering issues and having to calculate collision boxes multiple times, which is expensive since it requires firing an event

atm its stored per chunk but i can go more fine grained later if it becomes a performance issue

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

finally wrapped my head around how to make blocks with different orientations so i could have east/west facing doors

and immediately got stuck again trying to figure out the implementation for making them 2 blocks talls :|

which is frustrating since i'm so close to being done with this dang door!

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

Looks fantastic.

Clearly the solution is to make the person less than one block tall and implement half height blocks instead.

in reply to Eniko Fox

the problem with multi-block structures is every block in the structure needs to know the structure it's a part of. i can store that, but not as a simple block

so all blocks in a multi-block structure would be complex blocks. seems wasteful but i think it's just what i gotta do 🤷‍♀️

#EniBlockGame

in reply to Eniko Fox

the next (bi)weekly block game development thread can be found below: mastodon.gamedev.place/@eniko/…


new (bi)weekly block game thread cause doors are done! \o/

not only are doors 2 blocks tall now, there's a generic system to create up to 16x16x16 multi-block structures just by specifying the positions and blocks in json

anyway, doors make a huge difference to the game's feel. with doors and tables and such these shacks are starting to feel like real houses

edit: correction, structures can be 32x32x32 because each axis is -16 to +15

#EniBlockGame #GameDev #IndieDev #PixelArt #ProcGen