Devtober Day #23


Welcome back to Day #23 of Devtober, in which I get a crumb of breathing room, but only just a crumb.

So, uh, long time no see, huh? As it turns out, the cosmos must really have it out for me, since I've had nothing but non-stop schoolwork to keep me occupied the past few days, along with three, count 'em, three, midterms this coming week. No rest for the weary, it seems.

With that in mind, it's pretty likely that I won't be able to complete the pattern system by the end of Devtober, but at the very least I'd like to think I've started to cultivate a good attitude towards game development for it. While working every day is probably a recipe for disaster, having some sort of strict schedule to adhere to has been pretty good for maintaining discipline, especially for a personal project with no actual "official" deadlines to keep.

At any rate, with my day of free time, I've mostly been refactoring some old code to abstract some functionality between the various voxel grids the game will be using. Since patterns are going to involve a lot of comparisons between voxel grids, it'd probably be a good idea to standardize them to make comparisons easier. 

As for the types of voxel grids themselves, there will be the smithing grid, pattern grid, as well as an additional "sculpting grid," which will be the way the player creates non-blade components. This includes things like handles, guards, hammer/mace heads, etc. These will differ from the usual smithing grid in that they will be 3D grids that can only being able to have material taken away, not added. 


Anyway, that's about it for now. 'Till next time (since I probably won't be getting out another devlog until these midterms have been vanquished),

- Ian, Lunarium Works

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