block game's first crafting gameplay loop is in! \o/ break leaves to get sticks, combine with flamereeds to get torches, place torches to light up the darkness

no particle/emissive textures system yet so the torches look a bit club-like, sorry

starting a new dev thread to mark the occasion, previous posts can be found here: https://mastodon.gamedev.place/@eniko/115418239486943047

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to learn more about block game check out the website: https://enikofox.com/blockgame/
Block Game | Ultima/TES meets Minecraft

Ultima/Elder Scrolls meets Minecraft voxel sandbox game with building and crafting.

i have redone the torch to look a bit better until i can get a particle system going

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i have updated the block game FAQ found at https://enikofox.com/blockgame

filed under "things block game does that minecraft doesn't," it can now handle rotated (oriented) bounding boxes. and also you can now target entities that are lying around the world :3

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people keep asking about modability and (aside from reskinning the gui) i now have an answer

block game uses an entity component system so i've made a json file for entity templates so i can easily create entities. so if nothing else you'll be able to mod the game by editing this file

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i can now spawn sticks under/near trees during chunk generation :3

they don't do anything special, since you can get sticks from breaking leaf blocks, but it's just a little touch that makes the world feel more alive

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now spawning bushes using leaf blocks. gonna give them a bit of a different look from leaf blocks at some point but the basic idea mostly works

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okay i've modelled and pixelled bushes that aren't just leaf blocks and yeah, this is looking nice and lush now! you can also walk through bushes as requested, and you can still break them for sticks for torches

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well would ya look at that, we've got a whole little crafting gameplay loop going. bash together flint and a stick to make an axe, use axe to break bark blocks, use the axe on the blocks to create wood, use the axe on the wood to create sticks, combine sticks with flamereed to create torches, then go and light up a cave :D

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finally got to make a new block: rough planks! you get these by using an axe to cut bark blocks into rough wood and then using rough wood on itself to craft the rough planks (consuming 2 pieces of wood in the process)

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got tired of tiny and off-center item icons so i spent some time in the icon renderer to add auto scaling and centering for every item in the game

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also wow i have more items than fit in my hotbar already. i couldn't show torches cause i don't have a proper inventory other than the hotbar and they wouldn't fit lol

not the most exciting video ever but i've now done the necessary work so you can move items around your inventory and split stacks in block game

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@eniko

Look at that. A chore done, now you get to work on fun things again. I'm very excited for this game.

Hoping for different kinds of trees. Depending how easy you make this to mod, I have tons of ideas of things I want to put into it.

Building on @tiotasram 's idea of non extractive gameplay loop. I'd want to simulate pre-colonial North America and play in a fantasy version of it. DnD Druid rules of no metal. Plenty of magic and curating a whole magical forest.

@SmashToday @eniko see, once upon a time I started to build my own block game with "Elf Forest" as the target name. It didn't get very far beyond two ragged prototypes, but this was exactly the goal. Travel around as an elf, help people with horticulture and disease and shit, and use magic to grow houses out of plants. My best idea was that placing blocks would take ages, but you could instant-build in blueprint mode and then dwarves and/or elves with nothing better to do might help you build your vision as a community (of course, they might throw in their own ideas too).
@SmashToday @eniko I got bogged down in part because I decided I wanted each world to have procedurally-generated atoms and molecules that would help determine plant health, along with evolved predator/prey/parasite/symbiote relationships (and I was coding the whole thing in C). I did get a pretty sick geology system working though.
@tiotasram @SmashToday @eniko Atoms and molecules 😵‍💫
> dev accidentally codes the universe

@monilenyan @SmashToday @eniko no it's fine, see, I had no intention of coding quarks or gluons or ant quantum mechanics at all really. I was being perfectly reasonable! It's just that in the real world, we've got a nitrogen cycle, and things like phosphorous and magnesium are important for plant health too, so wouldn't it be cool if we picked a few made-up atoms to be plant nutrients in every world, and then the player had to figure out different systems each time? And different nutrients might be bioavailable by default or might need fixing like nitrogen? We could have worlds where two different fixing ecosystems were necessary instead of one! And the evolution system would be able to spontaneously come up with stable ecological graphs on top of all that, so when you'd find an exotic flower to take back to your base, you'd have you consider whether the beetles crawling on it were necessary for it's survival, and what they might need to eat...

Well, I think you can see why the project never got much farther than that :)

@tiotasram @SmashToday @eniko Very bold! I've been there myself 😅 Nothing to show for it obviously 😆
@tiotasram That said, Sim Life did some pretty fun stuff with genetics and evolution in its time, so... maybe it's not inaccessible.