Big update that contains a lot of new features and tons of bugfixes. New graphical shaders and enhancements to the world generation.
Vox V0.20
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New Features:
- Actionbar quick keys for the keyboard number keys.
- Drag items from the inventory to the action bar to assign number keys.
- Use the number keys to activate the quick items that have been assigned.
- Allow for items to be stored in the chests - drag from inventory.
- Improvements to the character stats screen.
- Button on the HUD for the inventory and the character stats.
- Switch over to using sphere bounding volumes for chunk frustum culling - more efficient.
- Item placement mode, you can now place items in the world from your inventory - chests, signposts, ore, etc.
- Display the coins collected count on the HUD.
- Make skeleton archers have a bit of randomness in their shooting direction.
- Item library - easily browse and edit all the vox files that have been created.
- Random quest generation - Each time you accept a quest it is random with random objectives and enemies, etc.
- After completing a quest NPC will generate a new random quest.
- Import vox models into the world, during chunk creation stage.
- Random tree generation algorithm. (Also works for cactuses!)
- Add flag to particle editor to allow for random rotations on particles (or not).
- Add Create world screen to the front-end. Link in world generation systems.
- Smoother player movements - dont suddenly stop when finished walking, come to a gradual stop.
- Create random world objects during chunk setup phase.
- Add block sprite manager to chunk manager.
- Re-use block sprites for world scenery generation.
- Allow us to ignore the modify flag when importing world scenery, we dont want this to trigger a load/unload to file.
- Depth of field shader!
- Depth of field shader combined with SSAO.
- Depth of field toggle on the options menu - Enable or disable the DOF effect.
- New world for alpha version of Vox, Tanubis! Desert world with cactus world objects.
- Different enemies spawning in different locations, i.e. forest enemies and desert enemies.
- New ores - copper, iron, silver, gold.
- Give player rewards and experience when completing quests.
- Allow inventory and character stats screen to be open at the same time.
- Player stats in player and points on leveling up.
- Enemy target mode - activated by pressing the right mouse button when crosshair is on an enemy.
- Item collection quests implemented.
- Enemy targeting on the X360 control pad - Left sholder button.
- Occlusion culling for the world, based on the bounding box of the chunks.
- Add occluded cache flag to the chunks, so we only calculate the occlusion when the camera changes.
- Outline rendering shader of the players target.
- Hover outline rendering when the player is targetting an enemy with the cursor
Bugfixes:
- Switch between shadow and non-shadow versions dynamically if shadow FBO can't be loaded.
- Automatically turn off DOF and shadows if we fail to load the shaders.
- Disable DOF in the options menu if not available.
- Fix the bug where sometimes the inventory icons background would 'detact' from the icon.
- Enemy and chest spawning within the proper world sizes, based on chunk size.
- Make sure that ALL inventory GUI components are removed when the inventory is unloaded.
- Unload the action bar when the front-end is selected.
- Convert blocks to use an integer for colour rather than dumbly storing floats.
- Remove the blocktype enum from being stored in Blocks, it wasnt being used anyway!
- Don't crash the renderer if we try to load a texture that doesnt exist!
- Fix bug where if we remove a GUI component while we are still interacting with it, mouse events still get sent (and crash).
- Change the warning popup text, remove the references to 'demo'.
- Better player alpha when shadow mode enabled/disabled.
- Properly unset the player selection box render when switching between equipped items.
- Use proper world folders for different world indexes, when loading/unloading chunks.
- Use the scenery file in the front-end folder for loading the frontend scenery.
- Remove the 2 smallest screen resoltuions from the options menu 640x480 and 800x600.
- Increase options border size, so all GUI controls fit inside.
- Dont import mouse clicks to the GUI is we are in player mode.
- When importing world scenery, dont fill with empty (non-active) blocks - ignore them.
- Dont allow selection movement in the speech manager if the current speech bubble doesnt have options.
- Null pointer fix when getting the selection index from the speech bubble.
- Don't show the button graphic on the speech bubbles.
- Dont allow player movement from the X360 while we have a speech bubble open.
YAY it's here
This game will be awesome when he is finish, you have some frenchs fans ! :D
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