Worklog for Omnicode

Tile Based Game

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Major Update(Posted 2015-12-31)
Updates:
Introduced Day and Night Cycle -> 24000 Ticks
Introduced Ability To Modulate Game Tick Speed (Speed Up Processes)
Introduced "Units":
A Unit is designed to accommodate a specific task or need of the user. Units consist of "Farmer, Forester, Builder, Adviser, Warrior, Archer, Mage, Knight, and Enemy Unit (Mushie)." All Non-Enemy Units can be commanded to move to a specific tile or be assigned to a task within the tasking system. Unit roles should be rather self-explanatory.
Farmer -> Collects Crops that can be then turned into Food potentially.
Forester -> Collects Wood that can be then turned into Lumber potentially.
Builder -> Builds various objects that can be made with resources.
Adviser -> Calls out various Game-Rule changing instances. May serve as a Manager of some sort to automatize tasking.
Warrior -> Melees targets, has nominal health and damage.
Archer -> Fires arrows at targets, has low health and nominal damage.
Mage -> Blasts targets with magic, has very low health and high damage.
Knight -> Melees targets, has high health and damage.

Units utilize slightly modified a* path finding, maximum distance they can attempt to waypoint is around 64~ tiles (half the distance of the map atm)

90% of Media has been changed. Media has a nominal retro-style feel.
Tile Changes:
New Tiles -> Trees (3 kinds), Grasses (5 kinds), Sand (5 kinds), Crops, several circuit updates as well.
Orientation -> Revised system for tile alignment, utilizes basic rules of "auto-tiling"
Lighting -> Brand new lighting system, blends with the day and night cycle.
Tile Handling No.1 -> Every flag can be immediately added to a certain tile by adding it to the tile name.
Flags Include: (Animated, Obstruction, Emits Light, and Conducts Energy)
Tile Handling No.2 -> Trees increase transparency whenever a unit is obstructed by it.

Tasks ->
There's only 3 different tasks that are able to be created at the moment. Create Farm Plot, Scavenge Timber/Wood, and Set an Area to a specific tile.




~~Vonherin Developer~~

Electrical Fire(Posted 2015-08-17)
Updates:
1. Redrew lava, darkened soil/dirt.
2. Drew 'New' Inverter electronic tile.
3. Got Diodes working properly, before they would kind've flicker with current. Its now steady.
4. Got Inverters working.
5. New Tiles Introduced: Spring Board, and Wooden Crate.

Powering Mechanics:
Powering objects works very similarly to how redstone components work in Minecraft. i.e being on the immediate 'block' or given orientation of wire will provide power to an object.

'Diodes':
Diodes are used to extend signal, they require signal to work. They replenish a signal to a strength of 10 / Tiles they also function as signal controllers, they only allow the flow of signal in one direction. (into the arrow)

'Inverters':
Currently, Inverters output the highest signal compared to other tiles. Their function is allow for more complex logic circuits to be constructed. They output a signal of 20 / Tiles whenever power isn't applied. They turn off whenever signal IS applied.

'Levers':
The only form of switch present so far. When toggled to the on position it outputs a signal of 10 / Tiles.

Spring Board Mechanics:
Currently only affects one type of tile ( TNT ), if there are any TNT tiles touching the spring board it'll be launched away from the spring board WHEN POWERED. Strength of the push depends on the signal supplying operation.

Wooden Crate:
Decoration Tile atm.

If signal is applied and water somehow becomes the underlying tile, the circuit shorts out and explodes immediately.

If TNT is pushed with a spring board into water it'll sink.

Note: Some Screenshots have been over the course of dev. Some values have been tweaked.

Resultant:





~~Vonherin Developer~~

Sparks Have Flown(Posted 2015-08-16)
Updates:
1. Redrew water and TNT images.
2. Drew up a few basic wire/electronic images.
3. Explosions can now damage walls with a chance to destroy harder materials. Based on explosion strength.
4. Added Levers, Added Diodes, Added Wire, Added the ability to blow up TNT with circuits.
5. Fire Spread majorly nerfed.
6. Added several foliage variants. (Flower, Tall Grass)
7. Updated Material Selection

Resultant:




~~Vonherin Developer~~

Further Tile Development(Posted 2015-08-01)
Introduced Stone Walls, Farmland, TNT, Rail, Mineshaft, and upgrades to some editing modes.

Resultant:






~~Vonherin Developer~~

Interaction(Posted 2015-08-01)
Create several unique types of tiles and how they react with each other and other tiles.

-Draw up a few new tiles.
-Sort out weird situations.
-Include some effects (blowing stuff up / burning stuff etc).

Resultant:
Burning Wood ~



After Math of Burning Wood Progressing to Grass Fire ~



Small Explosion ~


Explosions wipe tiles to dirt/rock/lava and places fire around the denotation area.

~~Vonherin Developer~~

Utilization(Posted 2015-08-01)
Pull data from map format created.

-Read and store to Blitz Array.
-Develop Drawing Method.
-Include Transitions between some tiles.
-Create ways to edit.

Resultant:


~~Vonherin Developer~~

Starting Off(Posted 2015-08-01)
Tackling 2D Tile Terrain Generation.

-Use Diamond Square.
-Throw a few unique routines for rivers and such.
-Save Data to pull from / perhaps image form.
-Have a tile represent a 1 for 1 for type of material.

Resultant:


~~Vonherin Developer~~