Posts

Post 25

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This is where I started to experiment around with another look and feel. You can put Post 22 next to it, to feel the difference. The mountains, the clouds the sun and the moon in the background have been adapted so far. The floor got changed as well. For now I will continue testing around. My goal is to make everything as "blocky" as possible. I just love it this way.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 24

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Once the player talked to the merchant, a shop dialog will show up. The Shop dialog contains a list of items the player is able to purchase given enough money got collected before. The germlings in the lower left section of the upper image replace the hearts of the life bar. I thought it would be a better fit since the focus of Dixelscape is supposed to be on growing plants. As you might have noticed the bar has become shorter. It has three life containers instead of 8. The player will now have to buy more container from the merchant to extend the life bar with more containers and thus more life points. The same goes for space in the inventory. As you can see in the upper right section of the first image, the player has only two tabs out of 10. Once the player decides to buy an item from the merchant, either the money or arrow button will have to be pressed to start the transaction. The money button indicates an immediate purchase while the arrow button will lead to a dialog that allo

Post 23

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The building you see on the right section of the image is a shop. The player can find it somewhere on the surface. It will be placed on a random position, but not too far away from the players starting point. If the player enters the shop building, a merchant will be waiting there to sell products to the player, that can be found nowhere else in the game. The merchant is the first NPC in Dixelscape.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 22

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In the previous post I was talking about the recipe book. The player can open it by clicking on the book button to the right of the armor button. Take a look at the lower left section of the image below. To give the player a better sense of the time of the day there is now a sun during the day and a moon during the night. They both are rising up and down to indicate how far the night or day have progressed.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 21

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The block shader has now sub block interpolation applied. Additionally to the block shader I also added a pixel shader. It looks smoother this way. You can see the result on both images. I realized soon that dumping recipes as items into the inventory turned out to be sub-optimal. On the one side it was filling up space quickly and on the other side it was hard to find a specific recipe. The result is the dialog you can see below. It is a recipe book. In fact it is a list with all recipes the player ever collected. The list can be sorted according to how recent the item got obtained or in alphabetical order. in the image it has recent items active. It can be changed with the two buttons left to the search bar. The search bar allows to apply a search filter on the list to narrow down the search. A recipe can be viewed by clicking on the info button. Unlike before a recipe collected by the player does not show up in the inventory anymore, instead it shows up as a new entry inside the re

Post 20

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The darkness during the night became a visibility problem. A recipe for torches teaches the player on how to add light sources to the environment. The light radius was a little bit small specified. I deeded a lot of torches to brighten up the entire house shown in the right section of the image. The light sources also help a lot to see the enemies approaching from the far. Otherwise they are suddenly there and scare the shit out of me. Caterpillars show up in different colors now. The more caterpillars the player defeats the more different colors show up.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 19

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The first image shows the axe that can be crafted on the tree stump crafting station. It is made of stone. The iron version has been removed for now like the iron pickaxe, since there is no iron in the game yet. On the right side there you see a small house I build with the same floor blocks I used for the previous post. The building also has doors which can be opened and closed. First nice home I build for my character. Really cool. On the roof you can see diagonal blocks. A block can be turned into a diagonal one by applying the hammer on it. The hammer can also be used to remove back walls.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 18

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The water you see in this post is of static nature. This means it does not move. This is a design decision I made for several reasons. As you might have guessed, so far the game has a focus on growing crops. And I simply want to avoid a field of crops to get flooded. The other reason is another feature this game will get later on, which was far more important to me than moving water. This feature requires the water to be static in order to avoid another weird problem the game would run into. All in all I feel dynamic water causes more problems than it is worth. I know this will upset some people. I'm sorry guys. The first item in the inventory shows a wood block. That is the kind of block the cabin is made of in the image section above. I also used wood back walls to create the cabin, which are not shown in the inventory. The inventory got an improvement. There are now tabs attached to it which allow to navigate between 10 different quick bars. To make it easier to see if a quick

Post 17

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The first thing that stings into the eye, might be the scene where the character shoots at the weird thing flying through the air. It is a new mob enemy. This time a flying one. It has two different states. One where the eye is visible and another where the eye is closed. It is invincible with the closed eye and can only be harmed with the eye open. For this kind of enemy it is more comfortable to have a bow at hand to shoot with. This is not a problem with the craft station available now. The player just has to figure out the recipe and get its hand on the materials of which there is plenty to find. Something more subtle in the background is the back wall. The game floor has now a layer behind of it to serve as a back wall. It can't be removed yet.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 16

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What did you expect, if you only have a tree stump as a crafting station? The player can be happy to craft armor made from wood on it and use some wooden stick as a weapon. Though this appears to be more effective than any tool you had before to fight enemies with. Three slots for head, chest and leg armor allow to equip the character with a brand new outfit. The slots can be opened by pressing the armor button on the lower right section of the image.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 15

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As mentioned before platforms got introduced to make hard to reach placed accessible as shown in the top left section of the image. The two mountains the game had before were replaced by more simplistic and subtle mountain textures. Now there are several different textures for both the front and back layer. The clouds in the title screen were changed too. Plus they cover the sky in a loaded world as well. The trees have gotten more textures. The time where every tree looked the same is over. On the right section the image shows new objects placed on the game floor. These are objects the player can collect and use for crafting. These items were shown in post 13 in the recipes for the pickaxe already. Who knows what else can be made of it.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 14

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To trigger a craft action, the player needs to drop items into a craft station. In this state of the game it is the tree stump only. If the ingredients satisfy a recipe, the player can press the craft button right next to the quick bar inventory. A dialog will pop up and ask the player to enter the amount of such items to craft. After pressing the craft button in the dialog the craft process is complete and the player will find the crafted item stack in the inventory. The inventory shows a recipe of a platform. It is the first object in the game that allows to increase accessibility of "hard to reach" places.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 13

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The harvest box got a new appearance and the old texture got repurposed to an actual chest. Since that is how it looked like all along. The left image shows the open chest. The first crafting station right next to the chest is a tree stump. The player can put crafting materials into it and it can be placed like the chest or the harvest box. The crafting mechanic is rather unconventional. The player can't easily know what can be crafted from the collected materials. Instead it is necessary to collect recipes to figure that out. Or the player can try to sort it out by testing and find a recipe by chance. On the bottom image you can see such a recipe displayed. In this version displaying the recipe can be done by using the recipe item from the inventory like any other tool. At the very top of the recipe dialog you can see the item that can be crafted from the ingredients below. The pickaxe you see looks a little different from before. It got introduced as a lower tier tool. The pick

Post 12

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I wanted to have some form of crafting in Dixelscape. As a first resource I added wood. Or more precisely a wood pile. To obtain wood pile, the player would cut down trees growing on the world surface. For that purpose an axe got introduced which can be seen in the quick bar in the lower right image. Another material I introduced, meant for crafting, is hemp. It would grow on the surface of the world all by its own. But could also be dropped as seed by an enemy and planted by the player after obtaining it. The enemy appearance got improved. The larva enemy looks a lot better now.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 11

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To allow growing crops other than carrots I introduced strawberries and potatoes. This time I decided to show a few growth stages of the crops to give a better feeling for how the crops are growing in the game. Just if you wonder why it's all growing in a cave. I had to make these screenshots with a later build of the game. The actual build had a little bug where the strawberry and potato seeds were not being dropped as loot. And because I noticed it too late, there is no state of the game that has these items dropping, without including further changes on the surface I want to present in a later post. Though, I'm not sure if crops should be growing in a cave. I might need to change that for some future build.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 10

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There was only one enemy at a time spawning until this point of development. But it is so much more fun if an entire horde of enemies comes towards you, like you can see on the upper left image. Green pixels are splashing apart from one defeated larva on the right image, while another one is heading towards the player. Even though we fought bravely, only equipped with a hoe as a weapon can't end well. As the health bar indicates we are almost defeated. It is time to harvest some carrots and eat them to restore our life points.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 9

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The block shading can also be used to realize ambient shading and light sources. On the two upper images you can see how I'm tweaking it to behave properly. That is, not shining into the wall. The player was the only light source at this state of the game. The title screen got an update. It is showing a loam floor with carrots growing in it. The carrots have become a symbol for Dixelscape since then. The Dixelscape icon contains the carrot too. At the top of the title screen you could see clouds floating through the sky for the first time. You can see a few of them in the lower right section of the first image. The mountains were not contained yet in the title screen. And the clouds were not contained in the sky of a loaded world. The title screen offered access to options which allowed to go full screen and change the resolution. Also an exit button has been added at the very bottom, to quit the game. It wasn't required before, since the game was always in window mode.   Dix

Post 8

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I introduced block shading to cover up the internals of the floor, like it is common in 2D block builder games. Of course seeing everything that's contained inside the floor, the player is supposed to dig in, would be boring. The images show the step-wise improvement of the floor block shading.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 7

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It is not the most beautiful parallax background I've ever seen. But the first I introduced in Dixelscape. It had two layers. The front a little more detailed than the one in the back. All in all only two mountains which were repeating on the x-axis. These two guys accompanied me for a good while before I replaced them with a better version. Digging down into the floor is one of the main features in Dixelscape. It is clear that at some point the mountains would not cover the background anymore if you dig deep enough. For that reason an underground parallax background got introduced together with the mountains.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 6

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To make grass removal more convenient, I introduced a hoe. You can see it in the inventory on the image on the lower left. By hitting on a grass block it will turn it into a loam block. Like with the pickaxe, the hoe can be used to attack an enemy. Then you can place a seed in it to make a crop grow. The only condition is though it has to have enough solid neighbors around it and needs to be a surface block. In this state of the game there are only carrots available. The carrots on the top right are in their 1st growth stage. The larva seems to be interested. Carrot seeds can be seen in the inventory as well. They have the stack count of 2. You can plant two carrots with them. The very first goal in the game was to sell harvested crops. The chest you see on the lower right image is a harvest box. At this point the player was able to put harvested carrots in it. The money counter on the upper right image will be updated right away by the worth of the item stack put into the harvest bo

Post 5

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In Post 4 I already explained that saving the game is now possible. When pressing Esc while being in a loaded world, a small dialog window shows up. The upper left image shows that dialog. Seeds can be placed on the floor if the grass has been removed. The upper left image shows that kind of floor. It is a loam floor and the second floor type I included into the game. One might ask how to remove the grass? As for this state of the game it was rather sub-optimal. You had to pickaxe the floor away and place it back where it was. If there was grass in the neighborhood, it would grow back. So the player had to quickly set seeds into the grass free loam floor. The other two images at the bottom show a planted carrot seed and a fully grown carrot. Even though it cannot be seen here on the image, the carrot has several grow stages before it can be harvested. Yeah, I know. The 'u' is flipped. I actually drew it this way without realizing it. I only noticed it the next day. It took a

Post 4

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Until now it wasn't possible to load a world created before. The game just started and created a world in which the player was able to move around. After quitting the game, the world was lost and all modification made to it. Starting the game will now first lead to a title screen which gives the player a choice to start a new game or to load one if the world got saved before. To make the grass look a little bit more appealing, I improved its textures. On the upper right image the first improvement iteration can be seen. On the lower left image the second iteration. And the lower right image has the final result. Also take a closer look at the soil. The floor block size has been changed from 8x8 Pixel to 10x10 Pixel.   Dixelscape is a 2D sandbox game. It has a procedurally generated world.

Post 3

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2018.09.28 - Flicker Animation (Player Damage) A flickering of the player character occurs when damage is received. 2018.09.22 - Damage to Player An overlap with an enemy causes the player to receive damage. 2018.09.19 - Healthbar The health bar indicates how much damage the player can take before being defeated. It is made of a row of green heart symbols. Receiving damage makes the healthbar loose its green color from right to left. The heart symbols turn yellow to visualize the loss of life points. 2018.09.05 - Item Stack Count Most item stacks show a counter indicating the number of items hold by the stack. There are however items which don't have a counter like tools or weapons. It essentially means that there is a single item in the slot and that the item cannot be stacked. 2018.09.05 - Item Stack An item stack can hold a number of items of the same type. A selected item stack can be used by clicking with the left mouse button outside the area occupied by the quickbar. The i

Post 2

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2018.08.08 - Grass Floor (First oriented floor) Floor tiles in each cell looked all the same. I improved on this with tile orientations and variations. Depending on the neighbor hood the floor tile would get a corresponding appearance. The bound of the floor was showing grass at this point. 2018.07.30 - Player Character Female Brunette I painted an alternative character, but I did not keep her in the game. It made me sad. I told myself I would change the implementation to change the colors in-game, but there was always something else that was more pressing and made me even more unhappy. And at some point I forgot about the second variation. Until I rediscovered her by revisiting my development history. 2018.07.27 - Enemy Movement AI Very simple AI which moves to the right or to the left depending on where the player is relatively located. When movement gets blocked by an obstacle it tries to jump to get over it. It is amazing how well this simple algorithm works.   Dixelscape is a 2D

Post 1

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2018.07.25 - Bound Floor Type A solid floor block type that can be found at the bounds of the game board. It cannot be removed. 2018.07.25 - Random World Generator The part of the game software which is responsible for the world creation. The first randomized thing about the world was its surface. Every time the player started the game there was a different landscape to walk over. The player was instantly on a randomly generated world after starting the game executable. There was no title screen with any options to choose from. 2018.07.24 - Larva Enemy The first enemy in the game. It was supposed to be a larva of some kind, that would eat the crops the player grows. 2018.07.21 - Player Character Female Blonde The character already existed before I started to develop Dixelscape. I created it with a tool called Piskel. When I started to develop Dixelscape I needed a character to walk around with. I remembered that I drew one years ago and decided to use it. The character had only anima