Beyond Technology


I created a trello page for the game here.

Current Features:

  • Crafting System: See image for more information.
  • Randomly generated world, infinite in all 4 directions
  • Layers: See image for more information.
  • Mining Level and Mining Speed: Tiles have different mining levels and mining speeds. Tools have different speeds too.
  • Lighting System
  • Very basic cable system


Planned Features:

  • Item Storage
  • Liquid: Water, Oil
  • Energy Conduits, Fluid Conduits, Item Conduits.
  • Machines
  • Post processing
  • Dynamic Sky
  • Temperature and Gas
  • ...


What is currently being worked on?

  • Item Storage
  • Conduits
  • World Generation
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
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Hello again!

Welcome to the fifth devblog. It has been quite a while since the last one (9 months) and I must admit that I took a bit of a break from developing and focused more on school and other hobbies of mine. The reason I stopped in the first place was that my codebase was rather messy and a lot of the engine foundations was designed very poorly and was not very efficient. So I decided to rewrite the whole game, this time the game should read a lot of its content from files. This has a lot of benefits, firstly the code is a lot more structured and cleaner, secondly, it's easier for me to add content and lastly is very easy to add mod support later on.

Other game decisions:
During the break, I thought about a story for the game and what features it should have and so on. I decided, that the basic idea should be that an exploration robot crashlanded on a planet, after being sent out by a team of space scientists to explore a planet. The robot has lost a lot of its memory and is also unable to communicate back to the space station. Now its goal should be to build up a robot colony on the planet and return to the space station.

What is the current state?
The current state of the game is a (very) early technical demo, not much content is in the game yet. I only worked on the core engine features and not much else. Pretty much every tile, item and entity in the game is loaded from files and is "described" in a component-based system. Here is an example of what a tile might look like:

"2;LOCALIZABLE;grass;RENDERABLE;grass;PHYSICS;0;0;32;32;LIGHT;0;.5;MATERIAL;dirt;30;1"

I also looked at the (now) old codebase and pretty much improved every part of the game's code both performance-wise and readability-wise.

Here is a video of what the game currently looks like to play:

In the last part of the video for instance, you can see the optimized physics mesh generation!

Merry Christmas,
ProRed

Devblog #4 - Metal Casting, Doors and Fences

Devblog #4 - Metal Casting, Doors and Fences

News

In the last 3 months I added doors, fences, a new tooltip system and started to work on metal casting! Check it out!

Devblog #3 - Researching and Saving

Devblog #3 - Researching and Saving

News

In the month of december I added saving/loading, campfires and pebbles to the world of Beyond Technology!

Devblog #2 - Wind turbines!

Devblog #2 - Wind turbines!

News

In November I added new trees, wind turbines, item storage, falling blocks and background graphics to Beyond Technology!

Devblog #1 - Power's flowing

Devblog #1 - Power's flowing

News

During the last two months I completely rewrote the phyiscs system, I added multiblocks, basic trees and started to work on the power system! Check it...

Comments
Guest
Guest

Looks good so far! Keep it up :)

Reply Good karma Bad karma+1 vote
ProRed Creator
ProRed

Thank you!

Reply Good karma+2 votes
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Beyond Technology
Platforms
Windows, Linux
Creator
ProRed
Engine
libGDX
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Style
Genre
Adventure
Theme
Realism
Players
Single Player
Project
Indie
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