So it's been roughly a month since my last update regarding my new BlockGame project. Aside from being away the last week, I've made some significant early progress in the following areas:
Block Breaking Improvements
- Added in block highlighting and reworked targetting code to work better with partial/cross blocks like long grass.
- Added in particle effects for block breaking. Particles chip off the block face being broken, with a final burst of particles upon breaking. Particles are drawn from the block's texture.
Basic Inventory / Hotbar
- Placing blocks is now tied to an inventory.
- Inventory has a simple drag and drop functionality, with plans to expand with later into stack splitting options and more you'd expect from a factory game.
- Controls to cycle through hotbar blocks to allow for placing selection.
My next tasks to complete before the next update are tied to world gen. Ores, adding more foliage variants and introducing the Tundra and Desert biomes. Following that, there's a big challenge around water and lava functionality.
- Berb
Block Breaking Improvements
- Added in block highlighting and reworked targetting code to work better with partial/cross blocks like long grass.
- Added in particle effects for block breaking. Particles chip off the block face being broken, with a final burst of particles upon breaking. Particles are drawn from the block's texture.
Basic Inventory / Hotbar
- Placing blocks is now tied to an inventory.
- Inventory has a simple drag and drop functionality, with plans to expand with later into stack splitting options and more you'd expect from a factory game.
- Controls to cycle through hotbar blocks to allow for placing selection.
My next tasks to complete before the next update are tied to world gen. Ores, adding more foliage variants and introducing the Tundra and Desert biomes. Following that, there's a big challenge around water and lava functionality.
- Berb
