6thousend is NOT dead!

Hi people!

Just a small lifesign… I needed a break. There is still no solution for the evolution part of 6thousend – not for floral settings, not for creatures. That is still annoying, but hey! It’s my project and other oneman projects took over 10 years.

I’m still in love with the basic idea and goals of 6thousend.

Maybe 2 weeks ago I continued the project but again I skipped artwork and so the focus again is on game mechanics and programming. It’s just some babysteps in my eyes for now, but important ones.

I simplified the object system, the baseplate has 100 cells now, not 4 again. That means that I changed the whole dimension of the playingfield.

We have a better camera system now. You could move the camera with arrow keys and when you hold down forward/backward and press left/right, the camera turns around. The player’s avatar is disabled at the moment.

My biggest problem is to prevent the playingfield from looking too static. Sure the player decide where to place buildings and plate formings, but there is a big risk, that the playingfield will look too clean.

The game idea forces that clean, technical look, but nevertheless I need a solution to establish some atmosphere.

Here is the next stuff I’ll program, before you get a new webplayer demo:

– fix camera errors (yeah, it works but I never said it’s free from bugs!)
– camera should target a building when you click on it
– visual distinctive features for upgraded buildings

Well.. That’s it for now… Stay tuned!

I won the bet with myself!

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I did a bet with myself…

I will finish save and reload of
buildings before New Year’s Day!

2012.12.31, 1 hour and 58 minutes before the year ends it was done!

At the moment I’m updating the demo webplayer. It should be ready in some minutes and I must say I’m really happy. I was calculating around 2-3 month for that saving stuff, so it’s saving much much of my time to do next things.

Important: Just Crubaspore Dome buildings will be saved at the moment and just position will be saved. Enough work for the last day of the year.

Data that will be stored for now:
– Version Number & Status
– Playername, Platename
– Playerposition, Playerrotation
– Language
– Created Crubaspore Domes

Hint: When you move the mouse under the top orange line in the middle of the starting page, you could delete stored data.

I told about an offline version to test the save and reload functionality, but it should also work online with the webplayer demo. If the save and reload don’t work for you and don’t keep the data, write an email please: 6thousend@hushmail.com

36 minutes left to start 2013…

~~~ Best wishes to everyone reading this! ~~~

Saving Data Milestone!

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Well… I had sleepless nights for month. The project was growing and growing, more and more things was working, but:

Would I be able to save the shit?!

3 days ago I started feeling really uncomfortable with the situation of unsaved data. A game without saving progress is not a game.

Now, three days later it’s done. The basics of saving are working great and you will be able to test the new year edition on monday 2012*12*31. I’ll try to do an offline pc version downloadable for you. So you could test out the demo with saved values.

Funny: Reading the last entry I was telling you I’ll do some artwork after all the technical stuff. NO WAY! First of all I wanna work on the whole saving stuff. Better is…

Design & Artwork after the technical part…

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As I promised myself to do the technical part first before doing any smallest piece of artwork – here we are!

6thousend_screenshot_0012

Still programming, programming, programming…
There was still much stuff to do – most stuff is internal programming, balancing and equal themes around this. Just to give you a small insight what I’ve done last 2 weeks:

– buildings have real level system now and could be upgraded
– first 3D test building is working ingame
– new building manager & spore manager menues layout

First ingame working 3D building
This is the first step into design and artwork to make 6thousend looking better than a dosbased weather calculation program.

6thousend_screenshot_0013

In around 2 weeks I will be ready to start the first real design & artwork. The new startingscreen is the first step.

Games with Light & Logic / Guide, Inventory and more…

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It was quiet since the last development status posting. I was working on several stuff and some of this stuff was global changes – it was just expansive in time.

So what has changed after being quiet that long time? Better take a coffee and something to eat before you continue reading!

– created a starting screen with english/german language menu
– created infoscreen 1 & 2 to guide new players
– disabled development light and created the GlowBall

Lightgames
In the future version of 6thousend you will start in complete darkness – what else when everything was destroyed after the second bang! There will be no athmospheric lightsources from outside, so it’s players turn to bring some light in the game to see something.
6thousend screenshot 0009 / Unity 3D / Startsituation with Light/Ambient Test / 2012*October*09

Info Cube System
Next one was to enbed the Info Cube System. This little red cubes will be placed in the game to give informations to the player. The player could make the cubes invisible. Later invisible cubes will be shown in a list. The player will have the overview this way.
I’m thinking about doing a quest/tutorial chain with this cubes, maybe there will be several coloured cubes for different topics like maybe orange qubes for a questline, red ones for a tutorial chain… We’ll see – that’s the fun developing something:

You could do whatever you want!

Every cube again is unique and could have completely different actions, behaviours, maybe changing playerstats…

– restarting the playing field closes active windows, also deactivate buildmode
– buildmode window could be closed now (there was a big technical problem)

That was a big act finding a way out of this problem. Any open/close actions are done in a seperate script. Normally I need a static variable to call the open/close action for the buildingmode window. Doing it static, the complete placement of objects wasn’t working again. Again I did it the dirty way and just added a second variable that could be static.

– the top menu “Buildmode” button is working now after placing a building

Minimap with interaction!
I really don’t know why minimaps are not interactive. First of all it was the most simple way to show the whole content in a seperate window. The more fun is you could act in the minimap like ingame. Means you could use buildmode, click the InfoCubes, interact with buildings in the minimap!

The harder part later will be to scroll in the minimap, but I’ve maybe 5 solutions for it, of course dirty stuff any programmer would cry, but one of it will work and that’s the most important thing for me.

I hope players will love the ability to work in the minimap and I think it gives the player a really good overview when building his new area he will live in.

It is possible to set the minimap camera to different views – guess I’ll try to do a switch to hand out a more flexible minimap to the player.

Open/Close Logic
I spend much time on testing this.  The reason is to avoid problems now. I don’t want the player to have 5 or 10 open windows. Nobody need it, because when the player work with the inventory he don’t need the guide for example.

Disabled plate placing in the whole existing project when open windows exist
This one needed more time than the stuff above. The problem was to find a simple way to disable the plate placing action. I made it easy and just work with a 0/1 flag to set the mode on and of. The player should not be confused, so when a window is open or the player is doing any other stuff, it’s not possible to place a plate in this time.

Of course when you play the game later, you will see you maybe are able to place a plate once a week or month (depends on how good you play, how long and some about luck), but I like to avoid problems BEFORE they start. So I made the decision to disable the plate placing whenever it is not “clever” to activate it.

Inventory System
It’s a mixture out of not being a programmer and logic:

I don’t like dynamic inventorys!

6thousend will not have thousends of items. Any item will have a fixed place in the inventory in a classified area.

The more I dislike undetailed or missing informations about what items does, how to use, what stuff is needed to craft something. For this reason the player have an area for informations on top of inventory. This one will be flexible and controlled over normal- and doubleclicks.  Sure I will check for empty places in inventory – it should not look like a cheese with holes.

Crafting
Well… As I said above… I really, really dislike the whole disinformation about crafting items in mmorpgs. Sorry to say but when someone does hundreds or thousands of crafting items, then do homeworks and guide the player. I’m really tiered of guessing and asking other players about that stuff.

It’s not up to other players to do developers work!

In 6thousend every stuff will be inactive as long as the conditions don’t meet the requirements. We speak about buildingmode, cellformingmode, crafting. I hope to do it better and guide the player.

– fixed the last counters (Splendor Point Single Counter) of details window

I think that’s it for now… I wanna do a short list for you to avoid some questions. Sure there is some known things and errors I’m aware of:

1) It is possible to walk outside of the visible plates.
2) The inventory/building mode is not linked together at the moment.
3) It’s still possible to place plates with open windows of building modifying and spore mutation.
4) Restart doesn’t reset actual data.
5) German version translation is behind the english version.

Playing Field: Resized & Character

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I’m pretty unsure about the final size and concept of the starting plate. For now it’s again testing stuff. You could “move” around with wasd keys. I hope tomorrow the animations will work – I’m really lost about why they don’t do now. There will be a really nice interactive minimap I will switch to visible tomorrow. At the moment this function is hidden.

I know that the buildings, grass, soil, water are not resized yet. The reason is: The final playingfield will have much more plate cells than the 4 you have now. Wasted time to resize something for that short time. Maybe I do the new grid tomorrow.


6thousend screenshot 0008 / Unity 3D / Resized Playingfield & Character Dummy / 2012*September*07

Where are the cool graphics?

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Well… It’s a good question. Normally every “planned” game has more concept art than 6thousend under development.

Again: Where are the cool graphics?!

Let’s answer it with a small fact I noticed: Much game developers (mostly one man armys like me) that start the whole project with great concept arts suffer when it comes to functionality, programming and the rest. Trust me:

1000+ projects suffer & fail that way…

I’m sorry to say, but there is alot creative people out – willing to do such a development. The problem is to calculate such a project. I did that 2 years long as I wrote in one of my 1st postings. It is more fun to do create cool landscape graphic, create a terrain than do logical testing 10 hours for a simple menu cycle.

No child eats vegetables after applepie!

It will take maybe a month from now on till you see first future ingame concept art. Everything is in my head and watching Prometheus in cinema gave me the last kick. What a design and cool futuristic ideas!

This weekend it’s time to work on randomized events and kind of evolution stuff to have long time fun with 6thousend.

Keep an eye on it!

Playing Field: Buildingmode Lock

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It’s done. It’s done and I’m really astonished how easy it was. Not that easy as it could be in dreams, but easy.

What’s a Buildingmode Lock?

Sometimes 6thousend looks like a pure RTS maybe like Comand and Conquer or Sim City clone prestate something. Don’t forget we are also talking about a RPG.

  

As long as you was following the project for now, everything was orange. In the future you will see a decent sand like colour.

So here we are. 6thousend has it’s build & play mode. No player wanna walk through construction area. Now we have the playmode everything looks plain and the buildmode.

The same technics will be used to avoid multiple platecell clicks while the building menue is open. This “cell covers” follow the same rules than other prefabs – everything flexible and unique again. That was it would be possible to “use” that cell covers for I don’t know what, or work with different covers later maybe.

Looks much better for me, because you get a small impression of the future look of 6thousend.

It will be a really clean look – as long as you don’t expand and polish it.

Playing Field: Building States

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It’s done after sleepless nights and much frustration. 6thousend is capable to show objects in several states. This feature will be used to do effects like showing different building states, growing effects for grass & trees. It covers everything that’s not static in the world you will create.

The hardest problem since I’ve started!

Yes! Nothing else was going on my nerves so much than this “states feature”. It was working 2 weeks ago, but it was not constant. Placing a single growing object was ok. Placing several objects, the states got twisted and did what they want. So you placed 2 objects and the second one you placed at last was ready first. That really made me sleepless nights.

Don’t forget: No solution = frozen project!

That’s the deal and I’m happy again I don’t have to use this rule.

You could see the latest video and try out the latest online demo here: 6thousend media

Playing Field: Scrollbar, Buildings & Plateforming

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This was a hard week for me looking back to the technical problems I had with my building menue. Sometimes I felt like playing chess:

One pawn is either way lost!

When I tried to fix it this way, something else was not working that way. At last I won without tossing overboard something.  Again it’s exactly the way I planned.


6thousend screenshot 0005 /Unity 3D/Buildings, Plateforming, Menu/2012*July*29

– Buildings don’t spawn at y0 again – they spawn at ground level.
– The ability to click cells several times to get new plates is disabled now.
– housing button just count set buildings now
– Building menu has scrollbar now
– It is possible to switch between building and plateforming mode

Bugs
– You could select more than one cell at the moment after the menu opens.
– The end of scrollbar is hardcoded and not dynamic.

Time to play with it a little bit:
https://dl.dropbox.com/u/88222575/6thousend_playing_field_test.html