(January 2025) Monthly WIP Screenshot Thread

next steps from top prio to lowest:
a) one more card
b) replace all nifty gui components with lemur
c) fix bugs and improve “logical” stability (e.g when dropping an equipped item, you still have it equipped which allows you to alter the state of the item on the ground, e.g using its ammo)
d) add new procedural generation algorithm for maps
e) velocity based movement for mobs (will allow me to simplify a lot of the code and allow pushing - think shotguns at close range/clumped mobs)

2 Likes

are you making FPS game ??

Have been working on a procedural world generator for my RTS. I can now procedurally create chunks on runtime, in the example its 2x2 chunks. In these screenshots you can see both the terrain map that is automatically generated and how it looks in the game.



Please ignore the fps, I need to find/create a better tree model, all graphics are very WIP

9 Likes

I started to find some time to finish my project. I converted the intro sequence from my engine over into JME. It works and looks good.

Also, add support for Multiple Display. Now when you select Full screen, you can select with monitor to display it on, and it works with vertical vs. horizontal by adjusting screen framebuffer depending on monitor resolution. I do not draw to the screen, I draw to a frame buffer and only thing that gets draw is to the guinode, is a frame buffer image.

https://www.youtube.com/watch?v=GMa4qztgPmo

7 Likes

New feature I am adding to my editor, a “Request Review” component.
When linked up with other components it will request the user to review your game.
This is currently for the Android export.

8 Likes

yes

1 Like

Had to change the use of Matrix on the server to use jme’s Transform objects for the simplified server side object hierarchy (Nodes) and still be able to have real time movement of tiles for all players. The client just handles world positions.

I also removed data from the component that tell the tile information (numbers/pips) and let the server call to trigger the change in the client. So you cannot see what other players have. I will change the controls to mouse movements next

6 Likes

I like the look of the game, do you have any youtube video showing progress?

Not any i’d proudly show :frowning:
I am currently hardcore stuck on vfx.

Cant seem to get a good looking effect (this is my skill issue) with base jme particles/particle monkey.

And effecseer is very heavy on the resource usage and i want the game to be accessible to anyone

also, i’ll be defending my thesis very soon so i have much less time to work on the project, but as soon as i got some good vfx in place i’ll make sure to make a video on the progress

currently working on

a) bullet impact particles (usual particle emitter aligned with the normal of the wall)
b) explosions (custom shaded animated geom)

2 Likes

Will keep watching for it. I like the style and want to see more.

Is it voxel based? it looked like the enemies are voxels?

kind of, its voxel in the same sense minecraft is. I create models using magica voxel and export them to blender and then to the usual .j3o (because i wanted to be able to animate easily). But its not “true” voxel

1 Like