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Latest Threads
My faulty friend
Forum: Your stories & impressions
Last Post: Yannic
2017-12-28 01:11
» Replies: 1
» Views: 190
DevLog 7th December, 2017
Forum: Updates & News
Last Post: Konspiracy
2017-12-27 21:28
» Replies: 2
» Views: 438
Thoughts on procedural 2D...
Forum: Updates & News
Last Post: Konspiracy
2017-12-22 18:30
» Replies: 0
» Views: 333
DevLog 13th November, 201...
Forum: Updates & News
Last Post: Yannic
2017-11-13 21:11
» Replies: 0
» Views: 395
DevLog 6th November, 2017
Forum: Updates & News
Last Post: Yannic
2017-11-06 16:59
» Replies: 0
» Views: 374
DevLog 20th October, 2017
Forum: Updates & News
Last Post: Yannic
2017-10-20 18:16
» Replies: 0
» Views: 430
Cool game
Forum: FAQ
Last Post: Yannic
2017-09-28 17:34
» Replies: 12
» Views: 1,634
Demo Server Update on Jan...
Forum: Updates & News
Last Post: Yannic
2017-09-25 18:03
» Replies: 1
» Views: 822
DevLog 10th February, 201...
Forum: Updates & News
Last Post: Yannic
2017-09-03 18:11
» Replies: 5
» Views: 1,622
DevLog 3rd September, 201...
Forum: Updates & News
Last Post: Yannic
2017-09-03 17:11
» Replies: 0
» Views: 442

 
  My faulty friend
Posted by: Leoxis - 2017-12-25 08:27 - Forum: Your stories & impressions - Replies (1)

So, me, my friend, and a horde of zombies. I use a bow, cloak, and light helm. my friend uses a staff, robe, and light helm. I had been playing for a while and since I was bored I got one of my friends to play it as well. I got them level five everything, sadly I could not give them experience. I say this because not even ten minutes later my friend, died and it was in a spot that I nearly died three times to get their items back. resonably enough I was in a bit of a temper afterwards. (forgive my lack of skill I'm not used to writing about experiences I've had)

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  Thoughts on procedural 2D map generation with rivers
Posted by: Konspiracy - 2017-12-22 18:30 - Forum: Updates & News - No Replies

Our post about our procedurally generated map in /r/IndieGaming got some great feedback and we were asked to post in greater length about what we did so here goes!

 (Render example with accurate biome and tile colors)
[Image: 0_mapgen-tilecolors.png]

Anyone who knows a bit about procedural map generation will have heard of Perlin-Noise, one of your best friends on this battlefield. Perlin is great because it allows you to create a scalable map that can self-expand when players wander toward uncharted terrain. We use layered perlin noise as a base like everybody else, but there were some points we were not satisfied with.
This GDC talk by Sean Murray (No Man’s Sky) gives a better idea in what ways Perlin can and should be used (https://www.youtube.com/watch?v=SePDzis8HqY).

  1. Perlin is completely random, but our map (depicting the edge of a flat discworld and the entrance to the outlying chaos desert) has a defined topology. The idea is that there is a long coast in the south, then a somewhat lush “entry-level” coastal area for new players, and the farther you get in-land the more elevation, cold and monsters you have to face.
  2. Perlin can not do cool rivers, but we wanted rivers that lead from the mountains towards the coast, have a current, and do not go in circles. At the same time we didn’t want to pre-generate the whole map, because we wanted the world to be able to grow and still be able to delete unused chunks.
So we started to look into other solutions and found some papers like “A Fractal Model of Mountains with Rivers” (http://algorithmicbotany.org/papers/mountains.gi93.pdf) by Prusinkiewicz and Hammel (and many hints towards the mysterious but omnipresent Musgrave).

This one is an interesting approach, where a plane is split into ever smaller triangles that have a defined (derived from seed) water flow direction. So you can just calculate the largest triangles and then iterate deeper into areas you want to have in more detail.


(Prusinkiewicz and Hammel. “A production for fractal mountain generation”, Department of Computer Science University of Calgary)
[Image: production-fractal-mountain-generation.png]


The way to go for realistic rivers (as we have learned in many experiments) is to start from the rivers and derive the terrain from them. The other way, starting with elevations and then putting rivers into them seems to be almost impossible, as the rivers would then again shape the terrain and you have to iterate through thousands of years of geological periods, calculating sediments, erosion and layers of earth, sand and rock.
We worked through this with some experienced geologists and came up with a huge simulation that seemed interesting from a scientific point of view but didn't quite address our design and performance needs for the game.

After going through these experiments, we decided to try a mix of both.


Step 1: To create the southern coast, we had to add a predefined curve as base.
(Flat landscape with pre-defined height-curve)
[Image: 1_mapgen-profile-plain.png] [Image: 2_mapgen-profile-perlin.png]

Step 2: We created branching rivers and made sure each river branch and sub-branch stayed
 in its own chunk, so only that one river arm needed to be calculated for each tile of that chunk.
(t-shape rivers with chunks marked)
[Image: 3_mapgen-river-t-shape.png]


Step 3: We modulated the rivers with sin-functions to create more organic shapes.
(image of SIN-rivers)
 [Image: 4a_mapgen-river-single-sine.png] [Image: mOWUE4-VBliN-2Y-eZe_QeWRqlvAxp2LXg4MK-nt...mKsq9NvhcN]


Step 4: We generated some layers of perlin noise and used them as “lenses”, to 
displace tiles and get the organic shapes on the map without destroying the rivers.
(perlin morphed rivers & terrain)
[Image: 5_mapgen-river-terrain-modulation.png]


Step 5: We made the rivers “imprint” themselves into the terrain
(final height)
[Image: 2_mapgen-profile-perlin.png] [Image: 6b_mapgen-profile-perlin-river-modulation.png]


Now we had a lot of data to work with. From elevation and distance to the next
river we can calculate biomes, temperature, weather, resources and animals.
(final map)
[Image: 7_mapgen-perlin-sine-modulation.png]


Our work on this is ongoing as we adapt it to gameplay needs. We’re also still learning as we continue balancing. So if you have questions, input or want to discuss stuff we are happy to get in contact.

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Information DevLog 7th December, 2017
Posted by: Yannic - 2017-12-07 00:21 - Forum: Updates & News - Replies (2)

Alright, here we go again!


[Image: OgTYFsqq0CoCYh2SvAwVpUnYMmimWG5BLbZFIpG5...oQ_wMRWflO]

Last week, we implemented a couple tutorial hints, triggered at different points while playing. For example, a description of crafting is displayed when opening the first campfire. Or a hint is shown about players, factions and hostility when the players first encounter each other.


[Image: nKE5xHDkn1aLL3c6_Bcc-d65Dzl8Kz9qfGe1j6_j..._FZVVw3Fsb]

We implemented construction tasks, so putting up walls, buildings and towers is now done via offline mode. Bringing us closer and closer to the sandbox target we had pictured, where time spent offline becomes as important as time spent online.


[Image: mS-uAdep0oSyUaambPxfTb2XNteHlEbhs3tzGtAc...nB8HKxHyUj]

When a player chooses to attack a village or open a village chest, they automatically get added to that village's criminal list. They get attacked on sight by the village's towers and offline defenders. We added a warning before these actions so players do not become criminals unknowingly.


[Image: JA8K9Q9HT6mXKTFNG46EHB4EWwapRzY0nQ5W1Cgv...hI8iIYOF14]

We also implemented some graphics for sitting down, to give the campfire a more relaxed atmosphere and make it more evident when characters were sleeping.


We were also not happy with the axe’s behaviour. We tried a bit of arcade style combat, where the third strike is stronger than the two before, but it didn’t work out the way we expected.
So we’ve tuned all weapons:

  • sword and axe move you forward while striking
  • axe and hammer have a very focused target area
  • staff and sword have a  broader target area
That makes the sword a good all-around weapon.
The hammer is great against strong enemies, but more taxing if used incorrectly.
The axe is great against most weak enemies, but also taxing if used incorrectly.
The staff is a great defensive weapon that is very beginner friendly.

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  DevLog 13th November, 2017
Posted by: Yannic - 2017-11-13 21:11 - Forum: Updates & News - No Replies

Greetings everybody,
it's time for another progress report for the Blossom & Decay development to pass the time until the Alpha finally starts.


[Image: tX66n-Mg1Isps1F9kjSjynSIw64cz8b8EisqyF1Y...VwXGcDWQ5A]

Last week we further balanced the map generation. We adapted areas where specific plants grow by biome and temperature. So now the food balancing part is completed until we play with more testers.


[Image: 8htEjTPz7jH--Jq42WgFZJ4vwN8f3wp2OukNam-H...uJvUaF-0SZ]

We also created a “Staff of Life” to resurrect fallen companions for the price of gems.
These gems are dropped by most monsters and might become the general currency of the game world.
We discussed the topic of currencies a lot and are aware of the potential instability of player-mined currencies. So we are working on producing enough sinks for it.
We are also considering systems like used with crypto currencies, where the rate of production slows down to avoid inflation.


[Image: pTQOrHJAkRnTF5VmpYKLFjXW6NEZ3tlzTA4XVhW8...aMu0Tlhuap]

Then we worked on sheep and chicken, so you can build pens for them and hold them near your base, feed’em, breed’em, eat’em. Individual genetic code for each animal, that influences resistances and productivity and is passed on to children as well es illnesses that need to be cured by the farmer are in discussion.
We implemented some ambience sounds, so chicken cluck in their pen while you can hear the noise of rain, wind and the shore.


[Image: bAR7LVdBZCNVbmK3WeHrrkdml_V93nIj6QNgH0hR...SngxDa1xup]

Last but not least we put work into Dragons which we decided to become the first large monsters. Played around with extending necks and different colors and made a dummy implementation to start balancing them.




Thanks for the read and have a nice week!

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Information DevLog 6th November, 2017
Posted by: Yannic - 2017-11-06 16:59 - Forum: Updates & News - No Replies

Hey everyone, thanks for stopping by, we have another progress report for you!


[Image: sR2nO233YQuvMOt_2OQDuHCzxNSXDUPetUgEFUGU...IwJ5mAeXwP]

This week we worked on a lot of different sketches for clothes.
The general idea is to add another inventory slot, so 2 layers of body clothing can be worn.
This is to give the tailor profession more of a role, by adding padded armor, everyday and profession based clothing.
Heavy armor, cloaks, backpacks etc are worn on the back and are not compatible with armors, so players need to decide if they want to be warm, safe or carry more.


[Image: 2017-11-06.png]

Then we worked on plant based food balancing. Adjusting all crafting times, growth speed, nutrition values, weight and biomes for each plant.


[Image: y_9y6mTU2H_75J7RHqPYrNEnI95HjM1-Tvi6eDWi...zZHmXXPLXn]

Finally we added a 'Rest & Eat' task for offline player characters at fireplaces, so chars can stay fed and rested as long as enough food was provided. We want food production to be an essential part of the crafting chain, so now we are able to add that they might stop crafting at all when hungry.
Also sleep times are a thing in Blossom & Decay, so setting this task prevents you from logging in just to watch your character having a nap for the next few minutes...

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  DevLog 20th October, 2017
Posted by: Yannic - 2017-10-20 18:16 - Forum: Updates & News - No Replies

Hey everyone!

[Image: 6cqleC40cD_xADtCySd7KTh_Pn2fyJipPr0kEzoR...MBlpono3RU]

The previous weeks we worked to make houses and walls really of value to players.
We implemented markers for where machines and beds can be set up in houses. 
Doors have a password that can be set, to limit access to the house. 
Walls can not be shot through anymore, so you are safe inside of a house now.
We did the same for mountain walls and towers, so players can shoot from above 
on players below, but not the other way.


We worked on balancing all needs, like hunger, thirst, tiredness and temperature.
There is a real sleep mode now, when characters are too tired and it’s warm enough. 
That is the only way to refill tiredness (before you could just stand still to recover).
Needs are now shown as think-bubbles above the char and we try to play without bars 
that show the exact values (we like the idea of soft information for the player about these things).


We put some time into performance optimization, as our mini-server ran into memory limitations. 
We managed to half the Database size and data is now garbage collected more efficiently.


We also played around with reducing the vision distance during nighttime to create 
a more sneaky gameplay, where you can get around - but also suddenly run into - enemies.
We also think about gear that changes visibility distance, so specific scout/spy roles can be assumed.



[Image: IK6a24NpKYTXe-w4T5GeGJ0iz0Mb4t2DokbugYI8...WQNo76ZVHp]



[Image: eu22HYKRBnrv-GwJO8Hx96k5cFnaOzjUBOAEA-tg...jPZi9zbOqF]

Last week we implemented towers, where offline players 
can be positioned to defend an area and shoot arrows at everything hostile. 
This is another part of the whole offline defense orchestra.



[Image: qd-5p2M4YOt2XvM4oeobIz-yboPuUvmWres5DPLW...5eQmKwcB45]

We also implemented Shop-Carts that can be used to transport goods, and locked by the player 
or used to run a player shop even while offline.

The cart needs to be defended and can be destroyed if thieves have no lockpick at hand.
It also has a much higher carrying capacity than players.


[Image: f5x-DtJKFINdfz0fzWBmrGLBEkBJhbqTfZBpNy7Z...hd0yKm3Gw1]

This week we focussed on OPC behaviour (offline player character, controlled by AI).
We implemented different modes that can be set for AI behaviour, 
like “aggressive”, “defensive” or “passive”.
Also, the OPCs now react when people on their friendlist 
get attacked or non-clan people try to take things out of their machines or chests.
The OPCs can also follow other players or can be set to guard specific people, places or machines.


[Image: XPLx7hlSmDSPyK5X71ykCZtmQDF76_iVEWYDE34g...bD4FPtnvvS]

We worked on many minor bugs and balanced a lot around crafting times. 
We are still playing our first session with realistic timings 
and haven’t reached max gear yet, so we are still working on balancing.
One step was to implement shacks to provide some basic shelter from early on in the tech tree.


tl;dr we did a lot of detail work, which means we are getting closer to the point 
where we are confident to have a presentable version.

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  Cool game
Posted by: gameslayer - 2017-09-11 08:53 - Forum: FAQ - Replies (12)

I really like this game front first glance and wanted to ask if you wanted to allow me to have the game on my open sourced multi platform gaming application I am working on, it focuses on a great easy to use web UI and focuses on gaming at heart. I would love to add you to it for everyone to know about this great game and follow its development and help get more members to play and while your game running the best it can in a application made for gaming and just focusing on your game without any hassles! If there is anything you need at all just ask. Smile

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Heart DevLog 3rd September, 2017: Player bots and the fun of perishing
Posted by: Yannic - 2017-09-03 17:11 - Forum: Updates & News - No Replies

Welcome back everyone,

It looks like promising more frequent updates on our current development causes me to write less, a small post became a big update so I hope you’ll forgive me…
I’d like to continue our logs with these topics:

  • Offline Mode and Player AI
  • Survival Sandbox and Map Layout
  • Crafting and Economy
  • Improved Item Handling
  • And of course some words about what’s next


Offline Mode and Player AI
[Image: blossom-and-decay-sandbox-bot-village.png]
- Our little bot driven village provides food for the nearby mining opperation -


We have mainly been busy upgrading the Player AI feature we originally proposed. The player’s character now stays in the game 24/7, and the server takes over control when the player goes offline or if they manually activate that mode.

Players can now define a list of tasks for their character to complete. Once they return, they get the results. Offline characters can be assigned to grind seeds, prepare dough, and bake bread, but they also defend themselves, their clan and nearby friends.

We’ll continue to work on more activities like house construction, selling goods, patrolling roads and others, including any viable suggestions we get from players!



Survival Sandbox and Map Layout

[Image: blossom-and-decay-map-lookaround.gif]
- small scale game map to take a look at the height profile -


The new functionality also means that villages can grow to be more of a lively safe-haven from the harsh environment. To underline that contrast, we also worked a lot on the vast landscape and how it is a dynamic challenge itself. While a nearby village can provide food and shelter, a more distant forest can deliver a grueling fight for survival. 

We've spent test sessions caught by cold nights too far from home. Wondering how to survive the long way back, while sharing our last pieces of bread by a small fire; Too weak to hunt, and because of our foolishness hunted by wild beasts ourselves… 


[Image: blossom-and-decay-world-biomes.png]
- different biome look and feel sketches -


[Image: blossom-and-decay-biomes.png]
- how the landscape currently looks like on our server -


As you can see, the game world is becoming more fit for gameplay. You begin your journey at the southern coast, where it’s warm, food is plentiful and crops grow easily. As civilization pushes for progress, some players may choose to move further into the land and follow the river valleys north. The journey will go through thick woods and cold highland plains where food must be coaxed out of the soil, until the snow covered mountains, where there’s rumours of precious mithril.

Wherever you choose to pitch your tent, you will find a new challenge with your companions to master and roles to fill in the lands.



Crafting and Economy

[Image: blossom-and-decay-sandbox-new-machine-progression.png]
- our 'Beach IKEA' with a few of the new crafting workbenches -


A lot of our efforts the last few weeks went into our new AI based crafting system and its economy. Like mentioned, good production is now based on a list of tasks given to the Offline Player Characters, who can use anvils, workbenches and other machines in realtime to refine materials, produce nourishment and craft items for use. 

It’s already grown into quite a complex system that takes days of playtime to explore. It needs player cooperation and coordination in ample roles as farmers, craftsmen, traders and warriors, at least if they want to further progress to be a flourishing settlement.



Improved Item Handling

[Image: blossom-and-decay-sandbox-demo-new-item-sys.png]
- Harry stores a few items in that corner -


We are more than aware of the pain that handling item has been sometimes in the current Combat Demo. Be it passing over large amounts of something like seeds to your buddy, or looting a dead body in the heat of a fight. It’s all extremely basic and clunky, because it was never meant to stay like that…
So we took a bunch of time to rework the whole system and make it more enjoyable. And even though we are pretty happy with the changes, we’re still not where we want it to be, but with your help we will get there soon enough.

Instead of that old ‘lootbag’ list, every single item on the ground is now displayed as an object that can be moved around by players. Items can be ‘thrown’ out the inventory towards friends, just to be ‘pulled’ into their bag with the same ease as collecting the health drops in the Combat Demo. 

So helping a buddy to recover his stuff from the battlefield takes a matter of seconds, but characters can now exhaust themselves by carrying too much stuff. That makes tactical decisions necessary about what and when to loot, or else that pile of stuff on the ground will be twice as big as before...



Next Steps

[Image: blossom-and-decay-new-char-faces.png]
- Some new looks for the characters Alejandro is working on -


This is all on our closed servers and we want to make sure we hash out any big imperfections before releasing to the public. Finally we can see some light at the end of the dev tunnel and are eager to replace the outdated Combat Demo with the new Survival Sandbox.

We will now prioritize improving the UI. As well as adding more content like a few boss monsters to play with you. Additionally we’ll be build ourselves some analytic development tools to handle the further balancing of the sandbox.

The public version is soon to come and we are looking forward to get interested players on board beforehand. We encourage you to contact us if you want to be a tester on the closed server. We will be needing you and your friends in the coming weeks. So send us a PM in the forum or join our discord channel, there you can chat with us and rally a few companions.

Soo cool you got here, thanks for the read. Don't forget to leave a comment, have a nice day and see you in the game!

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Lightbulb Shadows are render white [Chrome]
Posted by: Konspiracy - 2017-06-07 14:23 - Forum: Bug Reports - No Replies

In Chrome some clients displayed character and object shadows white instead of black, like this image.

[Image: blossom-and-decay-white-shadows-bug.png]
We looked into the issue and discovered that this bug appears when Chrome's hardware acceleration is turned off. This problem seams related to pixi.js

To fix this problem do the following:
  1. open Chrome's Settings
  2. at the bottom of the page click "Show advanced settings…"
  3. again at the bottom of the page under "System" click on the "use hardware acceleration when available" checkbox.

If you are using other browsers and have a similar issues please, let us know and post below so we can look into it. Also if you solved yourself the problem through your browser or OS configuration we would be thrilled to hear about it!

Thank you Wink

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Thumbs Up Thoughts for the Game
Posted by: mintz00 - 2017-05-29 08:12 - Forum: Your stories & impressions - Replies (2)

For a indie and " a still developing game", for those like me who had a thing for pixel type games, this is already awesome, it`s like the fusion of terraria and minecraft. With the right time this game is going to be extremely amazing. By my experience so far, I`d suggest to add names aboves the characters haha, because it`s very hard to tell which is which. I`ve heard about the clan system that you are working on, that would be great. Also, can there be like a no pvp zone especially in the town, even though we wont lose any item when we get killed, it`s kinda annoying when someone tries to kill you when you are trying to forge some items, you get what im saying ? haha, like limit the pvp zone outside the town and in the arena. Can there be like fountains scattered around the map ? haha because that would be great, especially when we are on the verge of death while fending of some horde of zombies, we can like replenish our health and stamina, and the fountain would go on like cooldown so there will be no "fountain abuse". Thats all i can think off haha because this is still just the combat demo, im really looking forward to this game.  Oh and one more thing, can those who have registered and played in the demo version, would get like some item that only those who have played the combat demo and cant be dropped even when killed ahah or some title that has some boost effects, that would be great. Really looking forward o this awesome game and hoping it would be free haha.

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