Tracing Point is a post-apocalyptic sandbox game, currently early in the development.
The game is currently early in the development, but I decided to start writing so that it would be easier for me to see my progress. It's built on my own engine and it uses C# programming language and MonoGame framework. For now, I would like to write only about things that are already implemented or will be implemented for the next progress report. I think it would healthier to reveal planned features on the go.
Currently implemented features that are worthy of mention:
I implemented a system that allows for one tile to hold multiple objects. Every object type has its own layer order, so, for example, tile that has forest trees and house objects inside it will always render them in the same way. First the house and then forest trees. Because forest trees are rendered above the house their transparency is automatically halved. The same idea applies when the character object (green rectangle in the picture) goes into forest tile. Each different layer will only render the top object. If two characters are in the same tile only the second character will be rendered.
For now, I made a simple entity system that allows to create object templates and instantiate them in the game world. A system like this allows to quickly test new ideas by attaching different components to a new, empty entity container.
I am planning to work on the first iteration of the collision system. I need for it to be able to detect exact moments when moving object enters tile that has other trigger or solid object. When such a situation happens it will send a signal to other systems that are listening for collision events. This will give me a flexible way to detect moments when the player can enter buildings or other objects.
That's it for this week and I would like to mention that Tracing Point is my pet project that I am working on in my spare time so at least for now progress will, unfortunately, be slow.
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