i juiced up the crude carpentry table: now it drops the items you craft, and materials involved in the crafting get a little animation. also it now shows the quantities of materials when you mouse over the crafting station for convenience

next is adding more items/recipes to the table to finish it out

i'm also gonna give splitting block game development into shorter (bi)weekly threads a shot. we'll see how that goes

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RE: https://mastodon.gamedev.place/@eniko/115640571595780929

you can find the previous dev post here:

small change but on-screen overlays like crafting station material quantities are now sorted properly. took a bit of work to implement

this'll be nice to have later when there's multiplayer and nameplates and such

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the first crude carpentry recipe is in! time to make some crude tables. they attach to each other to form various shapes and sizes! :3

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doors are complex and we ran out of budget at block game development inc so you only get half a door and it's tidally locked to a single orientation, sorry

seriously though doors went from "oh this should be pretty easy" to "omg why is this so hard" SO QUICKLY

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@eniko The way I did doors is they split in half and they can be open or closed, but they take up the same space either way, and the only thing that changes is whether other things can move into that block.

If a peep is inside a door block when it closes, that's fine - they can still move either direction. They don't stop the door opening or closing either.

It's not realistic, but so far, I have not found any disaster side-effects.

@TomF tbh the physics/collisions isn't even the hard part of doors in this engine. The hard part is that it's a block, but with behavior, and non-block shaped collisions. Or rather that it's an entity, but it collides like a block, and can be placed and broken like a block

Also since it is 2 blocks tall, it's the first block like thing in the engine that is more than a single block in isolation in size

@eniko Oh, right. I link mine both vertically and horizontally. So open one, and they all open, but as far as the game is concerned they're all separate little individual door objects. As I say, because nothing can stop them opening/closing, this is fine!