Things are slowly coming together. Some new developments have occurred in programmer town, and we are delighted to finally show you what we spent the past month-and-a-half doing.
Bluntly, things are coming together at last. People can harvest resources, process them in workshops, and convert them to other resources. People have their own actions as well; if people can’t eat, for instance, they’ll die. Poets still wander the hills, trying to be inspired by things. The noble aurochs plough through the land, and so forth. Want to see a sneak peek? Read on for some new features…
Building interiors. At first, we didn’t want to show building interiors, and wanted them to appear as little black boxes. We decided that this was basically no fun (you can thank Daniel for this one) and then we set to work augmenting our building code with interior generators. This also meant adding doors which worked into buildings, which means punching holes in walls, which means… well, additional complications. So here is a building exterior:
and here is its interior:
To see what’s in a building, simply mouse over it. In this case, this is some kind of middle-class house, as you can tell by the single bed. The doors work, incidentally, and people will open them, close them, and hop up and down stairs appropriately. You will also see that buildings now have trim on their sides to make them more realistic; trim for the roof is on a TODO list, but is more complicated due to the roof geometry.
We can also support, yet again, more complicated buildings without explosions. Note how this building has a lot of interesting curved walls, modules, and holes for doors and stuff.
Workshop modules now work. Here, for instance, we see a refinery in operation. To queue jobs, simply click on the workshop, pull up the Build menu, and start queuing work:
A humble overseer will appear, with his work party. In this case, this is a refinery, which refines Foul, Unscientific Wood into Imperial Quality Charcoal (Her Majesty’s Preferred Brand).
Wood gets put into the oven…
… and charcoal emerges. People will then place it in a stockpile, or – if no stockpile is available – anywhere that they feel like. Other workshops are working for making planks out of logs, so there’s a lot of things you can do now once you chop a tree. Multiple machines can exist in the same workshop, and people will use as many machines as are available to them.
Objects now have outlines, to indicate what you’re clicking on! The glorious outlines you love from Dungeons of Dredmor are back, and just like in Dredmor they make everything better.
Here, for instance, we are outlining a tree, as overseer Darwin looks on approvingly.
One of the other things that we needed was, of course, a particle system. None of the off-the-shelf ones that we tried met with much success, so we eventually decided to write one ourselves. We’re not going to regret that at all. Hence, a particle system editor appears! (It’s not very effective.)
Additionally, you can now tie things like particle systems and sound effects to animation frames individually via the importer.
Micah has done a lot of “hidden work” which is important, but not something that we can really show screenshots for: cleaning up our internal message handling code (read: rewriting), fixing networking issues, cleaning up the way Lua scripting works, and adding memory management for Lua objects to ensure that they actually free their memory when deleted. Also, there have been another zillion bugs fixed, et cetera, et cetera. Next up on his TODO list: the “events” scripting framework, which is all scripting for everything that isn’t a character action or an in-game object. Think of things like royal proclamations, getting technology, Selenian Moon Fungus rains, etc.
In terms of big ticket TODOs, we have a list on our whiteboard. I’m not going to show you the list, because it’s a large list full of some secret stuff we’re not talking about yet, and some of which you know from previous blog posts. The two major implementation jobs remaining right now are “citizen social features” and “combat”, as well as a number of smaller jobs (“GPU skinning”, “global world state”, “job cancellation”, “cults”, etc.) It’s starting to converge on a game, though, and once those are in maybe we’ll have something we can send to a few trusted playtesters and get some feedback on.