First I got a new job and getting into it is quite a task. So I have not much power for game coding. Nethertheless I HAVE power to code so all will continue.
Then I got civ5 and… what can I say. It’s the same issue like the one with Skyrim last year (But my mighty english nation conquered half the world and was finally victorious. So I can go back to pirateHell)
As I’m currently continue to get a hoster for my game I also have some new stuff to improve it on my todo-list:
random levels: I want to have randomly generated levels. I got this request so often that I cannot ignore it anymore
items and stuff: Currently collecting gold is cool but collecting improvements, upgrades or just hilarious stuff like the rubber duck of death is way more fun
awesome hilarious ocean water: The current water shader is cool but I want more (This is experimental and I don’t know if I can manage this task. If this fails: who cares…)
a local world map: Yes! A world map where you can travel around, find secret stuff, get bonus missions and so on
the bounty hunter mode: I got this one from the steam community and think its a cool idea. Here and there the player can accept tasks to catch or fight a special enemy. These foes could be everything (A mighty sea monster, a traitorous captain, a cursed ships from the ancient world)
world context: What…? Well this just means there’s going to be a world where this game will happen. There will be no epic story and no mighty super villain who tries to destroy all people. It’s just to have a background foundation for the game where all the myths and tales can happen.
So all this is really much work. I think I will add these things step by step and release them as addOns after I get the first version public.
And to show you that I’m not just talking but also working: here’s a roughtly pre-alpha version of the map of the world:
Thanks for your attention.
And here a short preview of the first water-tests. I implemented the gerstner waves algorithm:
@zarch: yeah. Funfact about it is that the shader is working on a terrain quad (so to say its earth that looks like water^^). Currently I’m trying to realize an ocean water that uses Fast Fourier Transformations bases on a work of this guy:
The attached video shows a water-simulation driven by a god forsaken nightmare of math. I have to admit that I have no idea whats going on in the algorithm. I adapted the stuff from keith lantz from this post:
Instead of his fourier transformation I used the jTransform api (which is heavily focused on performance).
Nice… I guess one will want to access that data on the java side often enough… Its always borderline deciding if it should be done by a geometry shader or by modifying the mesh directly, I guess it makes sense to do it on the CPU side, especially for sea-based games. Also to tie things like physics etc. together.