Slick2D is a simple set of tools wrapped around the LWJGL OpenGL binding for Java. It's aims are as follows:
* Provide a simple 2D API
* Make transition from Java2D to OpenGL easier
* Enable distribution via WebStart without the complexity
* Provide the tools required for most simple games out of the box
* Extensible framework for flexibility
* Mix and Match - you use what you want, nothing is enforced.
* Help with rendering, sound, input, collision and anything else we can think of.
Here are some things we're explicitly not doing and why:
* Abstracting the rendering method (i.e. Java2D or OpenGL). With the advent of LWJGL Applets, it's a waste of time and just makes things more complicated.
* Take over your development - where would the fun be if the library just forced you to do everything it's way?
* Fix everything - there will always be challenges in games development.
* Move to 3D eventually.
Visually, the game has conquered new ground, as Shaders are now useable and I have begun to experiment with them.
At the moment, Gaussian blurs, underwater effects and motion blurring are the ones in use but more will be added potentially for storm effects, biome changes or bosses!
The underwater shader can be seen above. Open water and contained water vary slightly in appearance.
Humans are now randomly generated as well, even if thy don't have a real use yet. They will sell you items, offer quests and give you tips.
A few select humans will have their own houses and spawn with the same look on every save. These people will be recognizable and play an active part in the story line's development.
Various points of interest are being conceptualized
There will be various "landmarks" in the game that will be accessible through portals that will have independent locations. These places will have game events, special items and bosses as well.
A floating island with a tower can be seen off in the distance.
There will be various small POIs each with their own maps along with separate "dimensions" that could almost be as big as the over-world! (Depending on chosen world size)
TritonForge 0.3.2 is planned to be submitted to Steam Greenlight sometime in September, so heavy development will continue in the following weeks.
With my life outside of indie development, working consistently on this has been a challenge, but I believe that there will be something for people to play and enjoy put out by the end of September.
As always, thank you for taking the time to read this. Be sure to track this game if you are curious and/or check out my YouTube channel if you would like to see more footage.
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