DescriptionWelcome to a project I've planned on fleshing out for several years but couldn't due to my lack of time; Nomadic.
Now, before you tell me I'm ripping off Terraria, Let me assure you that I indeed am. Terraria is my main inspiration for this game, however I am pursuing a totally different art style and game mechanic than Terraria in several ways I do not care to detail.
Now that that's out of the way, this is a demo of Nomadic, specifically a demonstration of the main game engine. The game engine includes the following: collision interactions between player & tiles and player & entities; a dynamic physics and AI engine for tiles and entities (player & entities follow ballistic trajectories and ricochet, custom entity AI, friction, sand can fall, water can flow, etc); a dynamic lighting engine allowing for entities and tiles to create illumination on surrounding tiles in real game time (I have many ideas on how to utilize this, such as blocks near lava can "glow" red hot, lightning flashes, etc); and dynamic tile & entity animations.
There are a number of things I mentioned here which you will not find present in the demo I present here (unless you dig through the code), but don't be discouraged, everything I said will make the cut for the first version of the game, as they are already implemented into the actual engines themselves.
Also, I am demonstrating my terrain generation algorithm. I have actually never created a terrain generator, and so I am very strictly new to the idea, but I feel I've pulled it off quite well so far. The terrain generator can generate four biomes so far: flatland, hillock, desert, and mountain biomes. I have plans for more, the obvious candidate being cave systems (which I'm rather torn on how to go about creating).
My plans for this game are rather simple, as they stand now. The classic spin-off of mine for resources to build better tools to mine for resources—
However, I'd very much like to hear your ideas for how you'd like this game to work and function. In the early stages that I'm in, implementing game-changing functionality shouldn't be out of the ball park. I've already got a few, one of which I spent a little bit putting into the demo before uploading it (you can climb trees and scale walls).
But if you don't have any ideas to share, that's alright too. Let me know what you think of the engine so far, eh?
I'm aware of a few quirks and downright bugs in it, most of which are directly related to my poor understanding of how to implement a collision engine (there's a small chance that you can end up inside a block, although you really have to try sometimes).InstructionsUse the circle pad to move around, (A) to jump and climb, (Y) to spawn a default entity (it will just chase you around the map and you can't despawn it, be warned), the directionals to move subtly, the touch screen to break blocks in your vicinity or select blocks in your inventory, and (L) + touch screen to place blocks in your vicinity.NotesJust to clarify, the program was designed to run optimally on the N3DS, and in fact, I have had to slow down it's runtime because it runs too quickly (when there are less objects on-screen). It WILL work flickerlessly on the O3DS, however I do not know what the frame rate will look like.
If you're running this on an O3DS and you'd like to help me with a little debugging, go to line 703 in the code and decrease the number 24 on that line until it runs to a playable degree (I just don't really know how bad it'll be, I know those old consoles are slow).