July & August Report

What can I say? After much hard work both the animation and model editor are completed.

This was a massive undertaking, with 1000s of lines of code added.

What It means is that I can now create and animate the models for in the game, but what’s more other players will also be able to create there own mods. It will be awesome.

I have also started work on the Block Designer. Here you will be able to create your own blocks for the game. Blocks are made up of 16x16x16 micro blocks. You can place the blocks wherever you want. These blocks will also have a collision detector, to automatically make collision zones based of the type of block created. So if a block was designed to be thinner than the normal block size, it’s collision zone would be accurate to the size made.

The game will allow you to create over 25,000 unique blocks. This will make modding easier. You will be able to load on lots of different mods, each with unique blocks, creatures, and buildings. The collision detector will also be used when modding in new blocks.

Another priority is to make modding the game easy and available. Removing any complications from modding will add longevity to the game for everyone, and allow a larger variety of mods to be made.

Full change log found here

July & August Report

Development Blog June

What can I say? After much hard work both the animation and model editor are completed.

This was a massive undertaking, with 1000s of lines of code added.

What It means is that I can now create and animate the models for in the game, but what’s more other players will also be able to create there own mods. It will be awesome.

 

I have also started work on the Block Designer. Here you will be able to create your own blocks for the game. Blocks are made up of 16x16x16 micro blocks. You can place the blocks wherever you want. These blocks will also have a collision detector, to automatically make collision zones based of the type of block created. So if a block was designed to be thinner than the normal block size, it’s collision zone would be accurate to the size made.

The game will allow you to create over 25,000 unique blocks. This will make modding easier. You will be able to load on lots of different mods, each with unique blocks, creatures, and buildings. The collision detector will also be used when modding in new blocks.

Another priority is to make modding the game easy and available. Removing any complications from modding will add longevity to the game for everyone, and allow a larger variety of mods to be made.

 

Full change list below:

  • Added ability to move keyframe
  • Added Ability to copy and past keyframes
  • Added Error checking and feedback to user
  • Added Indexing Of vertexes.
  • Completed Animation Mode
  • Added Texture Mapping to editor
  • Found really hard and annoying bug with UI sub components click detection.
  • Fixed another hard bug with UI system.
  • Finally completed modal editor. (At last)
  • Finally completed Animation Editor (At last)
  • Added Scale ability to modal editor for parts
  • Added move origin to editor
  • Fixed bug in not selected nearest part
  • Added improvements to the lighting.
  • Models now animate in game.
  • Fixed a bug where models would not animating in game.
  • Fixed a bug where models would never stop animating.
  • Fixed a bug where the building design mode would not work, due to changes to camera functions.
  • Fix a bug with UI and child classes.
  • Added more functions to tickbox
  • Started work on the Block Designer
Development Blog June

May Update And Blog

Hello every one sorry for missing the blog post last month. I have been really busy with my main Job so my time for Craft Empire has been limited.

Since the last post I have spent a long time working on the website for Craft Empire. I have nearly completed the website as well as changed or wrote over one thousand lines of code. You see I upgraded to 32bit block data and created a custom structure so that it would be split into 8bit segments. This change created over 1000 errors within the project all of which needed to be fixed. Changes like this can very easily break your project so the fact that my project still works is awesome. At one point I really thought I was going to have to revert to the old 40bit block system but in the end I got it working. YAY :)

I also made vast changes and improvements to the model editor. Its hard to describe just what is involved in creating an entire model editor complete with animation system. You may ask why go to all the effort when there are so many 3D editors out that for free? Well that is true, tools like blender are very good and efficient but I noticed how much gamers love to mod games. I therefore wanted the player to easily be able to create their own mods and in this case models, that is why I have gone to the effort of creating an in game model editor. The animation editor is just a shell at the moment but soon it will be creating all the animations for the characters in the game. Really looking forward to seeing what mods people will make.

On a side note I discovered that HP laptops have a really annoying feature that means you cannot use the touchpad and keyboard at the same time. What idiot came up with that??? Yeah I know I’m ranting but I spend ages trying to hunt down a bug in my game where holding x (To move along the x Axis) and moving the mouse at the same time was doing nothing. It turned out to be the stupid HP touchpad software. Even stops you from playing any first person games, because as soon as you start moving with the keyboard, the mouse doesn’t work so you can’t walk and look around at the same time.

As always please give me your feedback and follow if your interested in this game, it really helps me to stay motivated when I know that there is interest in what I am doing.

Below is a complete change list:

  • Moved to 32 bit blocks
  • Made over 1000 line changes rewriting block data interface
  • Removed BlockData and BlockIds and replaced with Data
  • Added number input to text boxes
  • Started work on animation system for all models
  • Added proper lighting to Models
  • Rewrote entire model editor
  • Model editor is now simpler to use and will work on touch screens
  • Model editor cannot change the colour of all vertexs
  • Added Pan Function to Editor
  • Created a Indexing Algorism to vertexs. Improved Performance by 83%
  • Worked lots and lots on craft Empire Website. Should be up within the week
  • Installed forum software on website.
  • Setup forms for use when website launches look.
  • Created Facebook and Twitter pages.
  • Fixed lots of bugs.
  • Added Colour Selector for Vertex and model Parts
  • Added both Pull and Push functions for each Vertex Node in Editor
  • Fixed bug with incorrect rotation in model editor.
  • Added Matrixs to each model part and offloaded all vertex calculations to gpu
  • Fixed crash with colour picker wheel
  • Cleaned up old move code.
  • Cleaned up old Vertex Editing Code
  • Removed up modelEditMode Enum and all references.
  • Removed _verts decelerations. Using _OriginalVers now as all transformations are now on GPU and not CPU
  • Removed Polygon Mode in editor as now obsolete.
  • Moved all model movement calculation to GPU
  • Fixed a bug with movement in Model Editor
  • Fixed a bug in editor when vertex cubes where not moving with model
  • Fixed a bug in editor when rendering multiple parts
  • Removed modelSelect variable and changed all selection code
  • Fixed a bug where only first model part would render with correct lighting
  • Added lighting to models when in game mode
  • Created new structure Rotation3. Contains rotational data for all 3 axis
  • Updated Mob to use Rotation3 instead of separate Yaw, Pitch and Roll variables
  • Started work on Instruction Manual for Model Editor
May Update And Blog

Bugs!!!

Right now I’m going to rant about bugs. Why is it that some bugs are such a pain to find???

Iv spent some time now trying to figure out why my rays arent colliding correctly with my object only to find out the bit of code that draws the mouse on-screen is what is at fault! My ray code was perfect! So frustrating.

Any how rant over and progress is going well.

Bugs!!!

More Hands on Deck

Greetings my name is David (DMT) I am the new Illustrator/Graphics artist on this project and will be spearheading the Marketing Campaign going forward.

A little about me and a little about Mattlekim&Riddlesoft;

Mattlekim is the owner of Riddlesoft an Indie games company that has seen most of it’s success on mobile platforms. Mettlekim has often done entire projects including this one by himself building his own engine and only outsourced various jobs like graphics and sound on some of his projects. I did a little work for Riddlesoft doing level design on Old School Racer 2. However the new project Block Empire is the most ambitious Riddlesoft has undertaken so far and requires “more hands on deck” for this one.

That is where I come in, Besides my obvious work that will revolve around graphics and media, my goal in the marketing Campaign will be to at first,

Plan along with Mattlekim the best stratergy to achieve a successful Kickstarter Campaign.

Do everything we can to plan thoroughly, set achievable goals, and manage expectations.

I will be the main communication between backers and devs, giving regular updates and asking what people want to see.

I will then be reaching out our product, advertising and marketing towards anyone who will be interested.

Our plan with Kickstarter is to get the project funded, we will set aside a 1st milestone that will allow us a limited time to get the project completed before we become financially strained. A 2nd Milestone that will allow longer time to get the game completed and every Milestone above that will be improving the features to the game by allowing us to bring “more hands on deck”. Our personal take from the funding of both milestones will be equivalent to the UK national minimum wage for a full time job. As we both are parents and have families that depend on us we will most likely be doing part time work along with the project. So rest assured every penny besides this will be spent on making the game bigger and better along with growing Riddlesoft as a company. The only personal profits we will make from this project will be how much the game sells after release.

More Hands on Deck