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Post news RSS Violent Sol Worlds Developer Update 7/22/2016

Our physics engine has taken shape quickly and we have some better reactions to shooting things now. You can kill stalkers now with some awesome blood and guts. You can drive for a long distance in the car and there is per pixel collision detection on everything. Here is the list of what we have done the past few weeks.

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Our physics engine has taken shape quickly and we have some better reactions to shooting things now. You can kill stalkers now with some awesome blood and guts. You can drive for a long distance in the car and there is per pixel collision detection on everything. Here is the list of what we have done the past few weeks.

If you are interested in the project please to follow us here on IndieDB.

  • Added a maximum speed to our physics engine
  • Added ability to ignore specific bodies in our physics engine
  • Stabilized how we get actual world location for our entities
  • General Bug Fixes ( A lot of them!!!!)
  • Designed a debugger
  • Added equipment that changes entities stats
  • Cleared up some memory leaks
  • Cleaned up our source control
  • New Physics engine cleared up a ton of bugs on its own
  • New Physics engine now has a debug view

DebugView


DebugView2


  • Finished the physics engine
  • Made the car drive in the new physics engine
  • Launched our alpha signup page
  • Made the cowboy move his arms while walking
  • Changed how we interacted with files
  • Created better way to gather analytics
  • Fixed a bug where tree tops and trunks were not tied together in saved games
  • Made it so you could cut down an entire forest like a true lumberjack

TheyCallMeTreeKiller


  • Fixed a major problem with loading textures that cause our terrible scrambled textures. HUGE WIN
  • Everything now uses the new physics engine and is not too terrible with it.
  • Killing bugs now throws guts and goo everywhere again, gotta love that

BugDeath 1


  • Tied our new physics into the game engine for collision resolution
  • Fixed our projectiles to die when they fly off the world
  • Removed a lot of bad code that was not going through our content pipeline
  • We made a laser turret that kills bugs, this is fun

DroppedLaserTurretItem


LaserTurretKills


  • Fixed a physics placement bug that caused walls to always face North and South

We have a long way to go, but we are getting the game more and more complete. We are closer to closed alpha stage now and look forward to getting some people in to play it. Thank you for supporting our development of Violent Sol Worlds

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