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Earth and the core worlds are suffering. Overpopulation and lack of resources are leading to unrest and desperation. That's where you come in. You've been recruited to colonize a planet more than 4 light years away. It's your job to save the human race from its own greed and consumption. The game is experienced from a top-down view allowing for the deliberate and creative crafting of every item, vehicle, and structure in use. Using a scriptable and dynamic artificial intelligence the AI Overlord will change up every aspect of the game. Nothing stays the same forever, making Worlds an addictively, dynamic experience with limitless replayability.

Post news Report RSS Violent Sol Worlds - Progress Report 12/30/2015

Over the past two weeks the Violent Sol Team has been working to get a lot done. The focus was on the systems for world interaction and getting the car into the main code-base so we can drive it around the real code and not just in the Proof of Concept demo.

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Over the past two weeks the Violent Sol Team has been working to get a lot done. The focus was on the systems for world interaction and getting the car into the main code-base so we can drive it around the real code and not just in the Proof of Concept demo.

Greenlight Update

We have made it to 68% of the way to top 100 on Steam Greenlight. We need your support to get to the top 100 and could use your yes vote right now.


We are excited about our progress here and thank you for your continued support.

Camera Control

Larry worked to get us some quick camera controls so when we play we can adjust the zoom levels. This allows us to get a good understanding about how far out we can zoom and how that effects the FPS.

Basic Analytics

Ben put together a nice, simple, analytics library for us to plug in to Violent Sol Worlds. Right now it gathers specs of our machines when the game launches and writes them to a file. The nexts steps for this is to get the data flowing to a database and get some more metrics like average FPS and death rates and such. This is very exciting because it is a step closer to getting us to testing with you.

Input Mappings

Aaron plugged away here, we have a nice, clean, way to map keys and controller inputs now. It allows us to more easily have options screens to re-map them for your preferences in the future. It's not glamorous work, but it is a wonderful thing to be able to customize the controls of a game to suit what the player wants.

The Cars Are Back

Larry took the Proof of Concept car and re-organized it into the new final code-base. The result is that we can now drive in the final game code. This is very exciting, because the car is so vital to the game-play of Violent Sol Worlds that having this back in keeps us on track to being able to launch the game with a car in from day 1 in a survival game, that is no small feat.

12272015 CarBeingDrawn


Animation System

Larry gave us a simple to use animation system and got our player walking again. Soon animations will be all over the world and it will all be in motion.

World Interaction

Larry plugged in basic world interaction allowing us to detect what the player is attempting to use. Right now you can walk up to a tree and destroy it from existence and go to the car and get in and drive. This is a quick and simple system but opens up a ton of possibilities to the game pushing it toward release.

Video of our Progress

Here is a quick video to show you our progress so far. Enjoy, and after you finish watching please come give us your Greenlight vote today.


If you are interested in keeping up to date about Violent Sol Worlds Progress Start tracking it here on IndieDB

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Violent Sol Worlds
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Afterthought Games
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MonoGame
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