TerraCraft: The Ultimate Island Adventure Experience

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MalNeige
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TerraCraft: The Ultimate Island Adventure Experience

Post by MalNeige »

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So, now that I'm taking a break from development today, I'd like to introduce you to TerraCraft. TerraCraft is a 2D Robinsonade Platformer in the same vain as Minecraft or Terraria. The game is no where near development, but that doesn't stop me from showin' you guys some pictures of what the game will look like while giving some basic features:

Terracraft will feature:

Mod and skin-friendly: This game easy to add your own custom skins and mods (I have plans to create a Mod and Texture Pack Manager).

Semi-Realistic Features: HUD is shown on a need-to-know basis, crafting is progressive and drops and tools are tailored to how they'd be used in real-life. Also, no fantastical mobs (Zombies, Fairies, Goblins, Trolls, Etc.)

Randomly Generated Worlds: This makes it so that you don't see the same world twice and give players a fresh experience.

Image

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I am looking for more ideas for the game now that I'm stuck. If you have any ideas on what the game should have, tips on development, or just want to say hi, you can PM me here, visit me on the IRC, or send an email to neigewhiteandstacy@gmail.com . The game will be singleplayer (no multiplayer planned). I'm not quite sure when the Retail Version or the Alpha will come out yet.

So with that said, I thank you for indulging me and I hope to see you guys soon.
Lots of love,

- Stacy
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Nixola
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Re: TerraCraft: The Ultimate Island Adventure Experience

Post by Nixola »

Can I suggest a custom seed for world creation?
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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MalNeige
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Re: TerraCraft: The Ultimate Island Adventure Experience

Post by MalNeige »

Nixola wrote:Can I suggest a custom seed for world creation?
Um... Sure...
I'm not quite sure what you mean by that, but I don't think it'd do any harm.

Come to think of it, I'm not quite sure how exactly I'd go about creating a custom world. I could have RandomLua generate numbers and put them in a table via libSaveTableToFile then have the game build it. Not sure if that'd work though.
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Nixola
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Re: TerraCraft: The Ultimate Island Adventure Experience

Post by Nixola »

Just before you start generating the world, you allow the user to set a custom seed via some gui and math.randomseed(seed)
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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josefnpat
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Re: TerraCraft: The Ultimate Island Adventure Experience

Post by josefnpat »

Hello Stacy!

I see you posted something very similiar over at scrollsguide.com.

I see from this thread that you've started on a prototype.

The best thing I can suggest is to start with a MVP (Minimal Viable Product). Outline a game by writing a GDD (Game Design Document) and then attempt to remove absolutely everything that is not essential to the game. Make that game, and then add the stuff back in. That way, once you get the MVP done, you can start sharing it. The big thing when it comes to software is to Release early, release often.

I found myself giving up on projects way too early because I would make them entirely out of scope and unachievable. A good GDD is paramount!
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<leafo> when in doubt delete all of your code
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<bartbes> git commit -m "Fixed all bugs"
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MalNeige
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Re: TerraCraft: The Ultimate Island Adventure Experience

Post by MalNeige »

Final Edit: After working on this game, I feel that I am still quite inexperienced. I would prefer to start out small and experiment with Love's API. I'm going to release the game now. Hopefully, at some point, I can come back to this later.
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