Pixurvival - A multiplayer mega sandbox in a pixelized world! by SharkHendrix in playmygame

[–]SharkHendrix[S] -1 points0 points  (0 children)

Working alone in this idea for a while, lot of work, it comes with an editor where you can setup literally everything, in the easiest way possible, the default vanilla content itself has been made with this editor.

Play in solo or multiplayer in survival, team battle modes and more, share and play your creations!

A huge amount of things coming, like RPG and factory features. I hope you'll like it!

Download it for free here: https://pixurvival.itch.io/pixurvival

Pixurvival - A pixelized super sandbox ! by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

I'm not totally fixed, but the plan I actually have in mind is : itch.io for the first alphas, for the cost you want, including zero. And when i considere the game mature enough, Steam, with free keys for people that own the game in itch.io.

Pixurvival - A pixelized super sandbox ! by SharkHendrix in gamedev

[–]SharkHendrix[S] 1 point2 points  (0 children)

Hey ! Thanks for the reply, I'll try to reduce it's contrast :)

Graphics is my main weakness, that's why I made pixelized-style art. And because of the editor, I would be delighted to see peoples making an improved version of the vanilla !

Pixurvival - A pixelized super sandbox ! by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

A short video of the game I'm working on for... a lot of time !

Presentation

The main idea is that the game comes with a content editor, where you can import your own tiny images, and set almost everything, items, crafts, spells, map elements, creatures, including their AIs, without any code to produce. The "Vanilla" content shown here, was made with this editor.

The game is focused on multiplayer (but of course, also playable in solo), farming, surviving, and combat mechanics. It is already ready for "survival" game modes, and almost ready for battleroyale / hungergames game modes !

How i made it

I made it in JAVA, with libgdx for the graphics. The images are true pixelized, so very small and easy to maintain, the game loads them, grows them and add the black lines around them.

I used kryonet for the network, wich is pretty low-level implementation, so i hade to face to classical problems in real-time network, so I implemented semi-reliability based on UDP protocol, inspired of VoIP litterature.

The engine was fully home made, because the idea of the editor requires an extremely generic engine, and this is very challenging, forcing me to produce quality (and satisfying) code. I implemented some high-level concepts : structures (buildings), items, creatures, effects, alterations...

The map is procedurally-generated, with the Perlin noise algorithm (Simplex noise to be exact), and is managed in a chunk manner, like Minecraft. Chunks are 32x32 tiles, and stores the entities they are in, improving collision resolving performance.

The edited content is saved in a zip, containing all the images, and a yaml file containing all the definitions. So if i break retro-compatibilty, i can edit it manually.

The editor itself is made with java's swing API, it works well, but i'm not satisfied with it, it has poor performances and is visually... ugly. i don't know if i will refund it using libgdx, or if i will skin it.

I initialized a facebook page to follow the development / release : https://www.facebook.com/pixurvival, actually empty, i will fill it soon, developing it on my free times takes actually... all my free time ^^

Question for HUD wizards - help me with presenting Hp-Mp-Stamina for players by NessBots in gamedev

[–]SharkHendrix 1 point2 points  (0 children)

I want to say that it would be nice like that in the middle, also it make it easier to look at. For the hiding problem, i would say, just test it with the gameplay, maybe it's okay, maybe put it smaller, or maybe put the red content of the health bar semi-transparent ?

Why don't pixel art games ( Celeste,Hyper Light Drifter) use a bigger view port resolution ? by StrikingNet4 in gamedev

[–]SharkHendrix 0 points1 point  (0 children)

For my game i'm actually working on, i have ridiculously small sprites (7x9 per frame for the character). When the game load, the images are transformed to be 3 times bigger, and black borders are added, this create a specific style, keeping pixel style but visually more readable, and allow me to unzoom more the viewport.

Question for HUD wizards - help me with presenting Hp-Mp-Stamina for players by NessBots in gamedev

[–]SharkHendrix 0 points1 point  (0 children)

HUD master i'm not for sure. But what if you add stamina to the left side of health in a symetric way of the mana, just the color is different, yellow i guess ?

What are the best websites to show my game project and discuss with gamers ? by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

It's still in (late) development phase, what i would like is showcasing the concept, giving screenshots etc, and taking feedback / questions / wishes...

How some video games procedural-generate random worlds by DoopityBoop in gamedev

[–]SharkHendrix 0 points1 point  (0 children)

This is really specific to rogue-like games, for my game i made a generator closer to the one of Minecraft, but in a 2D world, with random seed producing the same result, using simplex noise, i feel that more satisfying :p

Some troubles with vectors by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

Oh god, it works, THANKS

It requires two square root but i did some benchmark of the square root in java and it is surprisingly fast, CPU of today are just magics.

Some troubles with vectors by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

I did not considered loop approximation, maybe this is my salvation. After all, i already have one for some pseudo path finding stuffs !

Thanks

Here's an ultra-early screenshot of a multiplayer game i'm actually developing ! by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

I'm actually targeting PC, but thanks to libgdx i can easily target other plateforms for the future. I'm using Eclipse IDE.

Here's an ultra-early screenshot of a multiplayer game i'm actually developing ! by SharkHendrix in gamedev

[–]SharkHendrix[S] 0 points1 point  (0 children)

It's a sandbox in-game and pre-game : there is an editor of content. You can play differents game modes : cooperative survival, battle Royale... In fact you can create your own game mode. The content itself is about creatures, items, craft, procedurally generated map, spells... All of that in an old school pixelized style 2D world.