I have actually started working on a sequel, which might have it's first release at the end of summer. The current code is too unorganized for me to pick the project back up off its feet after leaving it for more than 6 months because of University.
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With update 0.7.0 I have figured out an inventory system that will work for just about anything. I am going to add more projectiles in the future but since implementing the different blocks took way too long, I don't know when I'll start working on it again.
I'm just not feeling like making any updates for a couple of weeks. I also have to figure out the future of this project, been working on it for 2+ years.
I've finally finished adding a ton of new objects into the game. There were so many that I had to make an "inventory" for them. Accessing the inventory uses the same key as for slow motion (F) for convenience. Choosing a new shape works by clicking on it, which replaces the currently selected shape in the left bar (number keys 1-5).
The update includes 24 new shapes, code reduction , optimizations and the removal of the highest physics quality. Some maps have been slightly altered to include some new shapes while 2 test maps have been added. You can read about other changes in the update log.
This was the slowest and longest update I had to do in a while. Now that school is going to start, I'll probably put the project on halt for a couple of weeks until I figure out what to add next.
this update isn’t anything special. Some bug fixes regarding the UI and small optimizations around the whole game.
The extra texture pack "Outline" has temporarily been removed from the project for the upcoming update to work without a problem. I am planning to release one bigger update this September so stay tuned.
Do you have any suggestions for improvements? I don't understand what you mean by "camera follows around the mouse". How else would it work, if the camera wasn't controlled with the mouse?
You can undo up to 15 steps or use the left mouse button the same as if you were creating blocks.
The final product?
So I wanna add a lot of shapes you can spawn, to build just about anything that's possible, not just the 5 you're limited to right now. We're talking a full inventory of them. After you're done building, with what could be well above 50 types of objects, you'll be able to choose from a variety of demolition objects: bombs, projectiles, black holes with varying power.
Why am I not doing it right now? Each shape requires me to model between 15-25 models separately. They need to be textured and then I have to do a lot of linking withing the game to implement the working version. The whole process can take up to 1-2 hours if I'm doing a lot of mistakes. A mistake that happens at the beginning requires me to re-do everything after that again.
Unfortunately "slojanko" has been taken so I was forced to use slojanko1. I have never used reddit before but you can email me the key to: firstname.lastname@example.org or if reddit supports private messages, find slojanko1 which was registered a few minutes before me writing this reply.
for the past week I've been constantly updating the in-game menu to offer as much functionality as I can put in. The dropdown has been replaced with a dynamic window containing previews of your maps. These thumbnails are small in size and won't require a lot more space than the map itself.
To see these changes you will need to download the latest version because the format has slightly changed from the previous.
The format for settings has switched to a simple json file for easier manipulation within the game. There were also some code improvements which should increase the performance of physics calculations.
I would like to inform anyone who would like to keep any map stored online, to download it as soon as possible. With the update for Sandbox Play closing in, all maps created prior to this will be removed and no longer accessible.
Versions 0.6.4 and below will also not be able to save or load from GJ as a new format for maps is being used for online storage.
What changes I'm planning for the future:
- more block shapes
- more material properties
- more maps (with ability to create and share your own)
- more explosion projectiles
What I don't plan on implementing:
- any sort of NPC
- liquid blocks
In the past I have replied to similar comments with different answers. This is the current state of my TODO list.
Could you please send me the output_log.txt inside of Sandbox_Play_Data folder? I don't have the same problem when trying to save it.
But from what you described, it looks like the Maps folder doesn't exist. Are you on an Apple computer perhaps?
So for the past 3 months I had basically very little time to actually work on Sandbox Play which is why this update doesn't add anything drastic.
Switching to a newer engine of Unity is the key point of this update as it gives the game a boost of up to 15% in performance.
You can read about the rest in the update log.
I will start releasing updates in the following weeks with a lot of things planned. Hopefully it'll give the game some life back after a long break.
Could you please try pressing the keys: AWSD and arrow keys before starting the game? Maybe the keys are jammed or something. I've never had this happen to me or anyone else. If this is the first time this has happened, try restarting your computer aswell.
I've decided to finally implement slow motion. You can toggle this feature on/off at any time although the resulting physics may act a bit differently compared to playing in real-time, at least for the first implementation.
Along with slow motion, a fellow artist named pokeface119 has kindly shared his texture pack. It is now available from the options menu as the "Outline" option. Changing the texture pack gives this game some more life so it's a welcome change from the default textures.
There have been some changes with how the game is designed so you should see a minor performance boost. While not being busy with slow motion I've been working on other projectiles that will be included at some point which also includes a "black hole". This creates a vortex that sucks everything around it towards the center.
Could you try updating your Nvidia graphics drivers? It doesn't seem to be a problem with the game. Since you're on a laptop, could you try running the game with your intergrated GPU by right clicking on the executable and under "Run with graphics processor" select the integrated graphics option.
There is already a way to share your maps. I implemented it with the GameJolt API, meaning I use their website to store maps online, that is why I don't let everyone upload. Only users with a GameJolt account can upload and share their maps to avoid spam. If you have a better way to remove annoying maps please tell me and I will consider it, until then an account is required for logging in before you can upload them.
after finishing all exams I finally had 2 weeks to continue work on Sandbox play. This time I'm bringing in two new blocks, UI updates and small performance tweaks.
One of the UI updates expands the edit option into a replay which quickly reloads the map and plays it for you automatically. The load option has also been split into local and online maps, making it cleaner and less confusing.
Thanks to some tutorials, I was able to figure out how to implement inventories which will be a future update. When they're released, it will include a bunch of extra blocks and destructible projectiles. Just like in Minecraft, you will be able to have a quick bar of a few blocks that you will be able to quickly create.
The process of creating blocks is sadly very slow and can take up to a couple of hours for just one block.
The current status of the game isn't a battle simulator - that's what I think you're trying to say. I will first refine the game as is then I consider other game modes. Adding block types, textures, terrains and better performance is my main focus since the 0.6.0 update.
None yet but I will add some if users want them. Right now they're set to a standard form. Because I had to have a key moving you down aswell I couldn't use space for moving up unfortunately as that would create confusion.
Ah. That would be nice but even if they only became active on explosions, it would still be way too intensive to simulate them. It is already hard to find a computer that can run the game with the current status. I'm running an i5 and can't get a steady fps when there's a lot of action. The wall map is great at stressing your computer to see what frames you can expect.
Please try "Experimental physics" in the Options section. This feature activates an object when it's either blown up or the forces applied to it are greater than the force holding it in place, greatly increasing the performance.
Other than that you can turn Physics quality to either minimum or one from that, you'll get reasonable quality and best performance.