Since our last post, we have successfully completed our 40% goal for the summer. In our game, we are able to generate and render a random terrain, place and destroy blocks in a given location, and move around with a collision system to detect blocks and the ground below. Furthermore, we have implemented a number of optimizations aimed at lowering the graphical intensity and strain on the GPU so that our game can be run on a wider array of computers. With these optimizations, it runs much smoother than before and is set up for when we decide to implement infinite terrain generation (so far, for testing purposes, we have only scaled up to 16 by 16 chunks). The next step in the project is to create a HUD and allow for the user to keep track of how many blocks they possess. We also plan to add more biomes such as a forest, mountainous region, ocean, etc, and to use our noise function to distribute the biomes in a way that makes sense. We also have many ideas about block additions and interesting mechanics that utilize the features of a more refined game. We are looking forward to expanding our game and creating a truly enjoyable experience for the player. 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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