Devlog update 3!


 

Hey everyone! It’s been a while since the last post, much, much longer than I’d have liked, which is unfortunate. To offer a brief explanation, it’s mainly due to a few structural issues I had to work on in VokCel. When I last made an update, all screens (new piece, edit piece, join pieces, animate, add sounds) were looped in that they all returned to the main-menu with their respective data being fully saved and modifiable. This was not the case for the game-screen, where the actual game would be made and played by the user. Now however, the game is fully looped! This means that the data connected to the game-section can also be saved and loaded. This is a very brief update, since what was worked on in the past few months had to do with a lot of back-end structural issues related to the game-section.

THE GAME SECTION 

The game section is primarily divided into 2 modes: edit mode and game mode.

Edit mode allows users to make and edit their own game in ways including, block-building to modify the world, adding created assets as they’d like to make things like towns, defining relationships between assets such as defining mounts, crafting recipes, weapons and so on. All of this has to be done and saved asynchronously without significantly breaking the world building process. This was rather challenging, but I managed to finish the structural foundation that would allow it.

Game mode allows users to play within created worlds, either of their own, or those they got from other users. Each world can have multiple save-profiles, as demonstrated below:

Select edit mode or game mode

Pick a created session (game) to play

Create a new save-profile

Continue playing a saved-profile

It will be possible for users to share the worlds they create with each other via packages in the future.

 

TERRAIN TOOL UPDATE

The terrain tool received an update that allows users to slide between two fixed colours when adding blocks to the world, this allows them to continue with the smooth colour changes that naturally occur in the world. Furthermore, the maximum number of blocks that can be added per tool have been increased to 100, though that number could go even higher (256,512,etc). Here is a short video demonstrating this:



PLANS FOR THE FUTURE

Now that VokCel is a closed loop fully, the subsequent updates should come at a much faster pace. It also means I can launch a twitter-account soon. It wouldn’t make sense to have things like a twitter account prior to this, since I knew there would be relatively long pauses between updates, but since that is no longer the case, it’s time to start working on them. The only other main thing to work on is the packaging-system, which allows users to pack and share whatever they’ve created with each other. Beyond that, it’s just refining the actual tools and gameplay in the game-section. I haven’t really shown much of gameplay within the gaming section because I had intended to first work on making everything a closed-loop before doing so. I plan to show regular updates especially after launching accounts on other platforms soon, before launching version 0.1.

Gust.

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