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Showing posts from April, 2021

v0.2.0 A Whole New(ish) World

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 Hi everyone, So it's been a while. I'm back with another update. Before I get into that, today is the one year anniversary of my first post on this site so there's some celebration to be had there. 2022 will also mark 3 years since the PixelEngine in its current state came about, so cheers to that as well. To make up for the lack of updates the past 4 months, this one is jam packed, and is a full v0.X release. Let's start out with the obvious, the new art. I've added quite a few new things to the game. We have trees and vegetation now, as well as several new buildings and ground tiles. I've been trying to pick up the pace with the art so I don't get buried in it.     Next up, I have added the framework for NPCs into the game. Currently they're very basic, but they can walk around and the player can interact with them (right now they just have some arbitrary dialogue appear over there head when you interact with them). From here it will be very easy to a

v0.0.1 Inventory Update

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Hi Everyone!   Its been just over a month, which means its time for another monthly update! These past two months have been a bit slow, but luckily this is my last week of any kind of traveling for work so I should be back on my regular schedule. This month I have a fun announcement, I've decided to consider the game as it is as an early release version, v0.0.1. I've decided to take up classic semantic versioning, vX.Y.Z, where an X iteration is a major overhaul or milestone, like full release. Y signifies major updates and content expansions, and Z signifies smaller updates and bug fixes. This update is the inventory update, a smaller update that contains a significant amount of UI work, and some actual things you can do/interact with in the world. First and foremost, let me introduce you to developer mode. This is what I am looking at about 99% of the time I'm actually running the game, I've just decided to call it something. As you can see, there's quire a bit go

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v0.2.0 A Whole New(ish) World

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