Anytime friend, lookin' forward to seeing what you come up with.
Anytime friend, lookin' forward to seeing what you come up with.
Sure, I'm not really sure if the blender game engine supports android or not, but I know someone that knows his way around the BGE. I'll send him a message.
Thanks. While reworking my code I actually introduced a bug into the boundary generator that had me scratching my head for a little while. At that point the generator was running out of control continuously eating more and more memory! In the end it was easy enough, a single variable I forgot to set to null so the generator didn't know when it was done :)
Now I've moved on to fixing up the mini-map so that it displays more information and can be panned. Good times
Sorry to hear that. I'm not working on this particular game anymore, but I am contemplating a sequel.
Sovereign has been placed on the back burner for the time being whilst I work on another game. I'll probably revisit Sovereign at some point in the future, but I couldn't say exactly when that will be.
Indeed that is one solution. There is also the possibility of including a difficulty setting so people can further customize their experience with Sovereign.
There is the difficulty issue that arises with animals that respond to arrows that land near them. Especially for beginners hitting a target with one shot is tough, if they start running away after that miss I think people are going to have a lot more trouble finding food. In the future I may find a solution for this, but it's not high on my todo list.
You can find sand in the Oasis area. Look for the humps of sand on the ground level, you might have to climb up some to find the sand.
I like that the arrows are sometimes tough to find, it drives one to go pick off some Eup or explore for additional arrow creation items. As a beginner this can be a bit tough, but once you get better with the bow and arrow this becomes easier. I rarely hunt for lost arrows, choosing to collect usually only those stuck in animal carcasses and then create new ones to make up for the lost. Granted, not to toot my own horn, I'm pretty good with the bow and arrow these days.
One of the aspects of the bow and arrow that I like the most is the learning curve. Where in a traditional RPG one might receive virtual experience allowing them to become better with their weapons and such in this game you gain literal experience and become more efficient by using the weapon more and more.
Already have some thoughts for the next revision. Eventually I'm probably going to redo the menus again, but not likely in the next update.
Heh, the meloch adds a fun new dynamic to the game I think and I really enjoyed working on the new interface, the icons add a nice splash of color in my opinion.
I did not technically increase the abundance of animals, I added finer control over the amount of animals spawned in each area. In earlier versions animals were spawned at random based upon a percentage chance that an animal will spawn, but that was only approximate so there was always the possibility that very few or quite a few would be spawned. In working to stabilize performance I made a minimum and maximum amount of animals that could be spawned per area so it should be more in some cases and less in others.
That thought never even crossed my mind. Should be easy enough though, I'll throw an inverted mouse option in on the next release.
Looks and sounds awesome, great work mate!
Thanks friend. I am of the impression that if you make the game you want to make then your game will be every bit as unique as you are.
Just finished a new Inventory and currently working on a new HUD. Sprint is something I'm considering, not sure if I want to make it require some type of collectible or not.
You know I've never actually gone hunting :P
Yeah I was pretty happy when I finished the new arrow upgrades. I'm probably going to make the upgrades better in the next release. I plan on making it so that you don't actually have to hit an animal when using poison or fire, if you're close enough they'll get poisoned or light up.
The original cave was a bit more jagged, but I had trouble getting Blender to light map it properly until I smoothed it out. I probably just need more experience baking lightmaps with Blender.
Thanks friend, couldn't be happier to see a few smiling faces :)
Thanks friend, couldn't be happier to see a few smiling faces :)
I am tossing around ideas regarding shelter and other elements such as building fires. As for day/night, I've thought a bit about it, but it wouldn't really work with lightmapping. I'd have to switch to a completely shadowless environment and program a new sky system, but personally I really like the depth that shadows add to a scene. There is the element of real-time shadows, but that can really slow a system down, my system does not like real-time shadows at all. Plus real-time shadows require Unity Pro which is a bit out of my price range.
Someone else mentioned that to me... I've never played Minecraft heh, though I did watch part of a Minecraft gameplay trailer after the last person mentioned it to me.
Thanks! To all the fans out there I'm currently working on a new icon based HUD/GUI :D
Would you mind sending me a PM with additional details about your system configuration?
More creatures are a definite and human NPCs are a likelihood at some point in the future. Can I ask what you mean by making crafting easier?
Thanks for the input. I already had some of that in mind and will put some thought into some of your other suggestions.
Hopefully version 1.2 will work on your system. I do not own a mac and have no way of testing on the platform, however if you're having trouble starting the game I could only imagine the problem resides with the Unity engine itself. Version 1.2 of Sovereign was built with a newer version of Unity compared to 1.1.
You are certainly welcomed to review Sovereign at your leisure.
In the mean time you can grab Sovereign 1.2 from my website 1337atr.weebly.com
Thanks for your feed back on Sovereign, I will consider some of your ideas. :)
ATryder
Adam joined
Nomadic programmer :)