Over the spring break and the weeks leading up to it, we have been very successful and productive in our efforts. Among our progress is a second biome and fully expanded world generation--both crucial steps as we near our final product. After working hard to develop and test infinite generation procedures, as well as restructure our code, we implemented infinite generation and the world can now be as large as the user desires. While this required a general restructuring, another primary challenge was ensuring that we maintain rendering capabilities and prevent the infinite generation from straining the computer. To work around this, we used our Perlin noise algorithm and its properties to only store blocks that were modified--therefore allowing generation to expand exponentially as the blocks-stored decreases exponentially. Another addition to our game is the desert biome featuring flat terrain, cacti, and a new "sand" block. This biome was created using a modified Perlin noise algorithm, and served as the model for how future biomes will be created and implemented. We also used Perlin noise to implement a biome-generation mechanism, which randomly, though realistically, separates and distributes the biomes. In other words, an optimal implementation of this algorithm will give our world distinct "deserts," "plains," and "forests." This is also crucial to creating a realistic and world-like feel. In the future we hope to build off of our experience with the desert biome and biome distribution to add more biomes. These will be exciting additions and will feature new blocks and structures. They will also make the game feel more polished and enjoyable. We also intend on creating an aesthetically-pleasing user interface which will help with organization and user immersion. While these final two features conclude our initial goals, we hope to add some more interaction in the form of AI mobiles like animals or hostile creatures if time permits. This addition will certainly bring its own challenges, but we are eager to bring new features as we near the end-stages of development. Once a more polished product is developed, we also intend to package it with the necessary software and have members of the community beta-test for potential glitches or errors. Thanks and happy coding!
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AuthorThese blogs are written by the Fellows: Ben Berlin, Sam Bruce, and Robert Dubinski. We are a group of seniors at Severn School in Severna Park, MD, who are highly interested in programming and game design. After completing AP Computer Science A, we wanted to delve deeper into the world of computer science and we are very fortunate to have been granted this opportunity by the Van Eney Severn Fellows Program. Archives
May 2020
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