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Crawle

Progress! I've been working on the inventory functions a bit more recently just to finally finish it off. The main thing I've added is the ability to equip items:

equipmentmenu.png


As you can see I've added an equipment menu that shows you all of your equipped items.

I've also added a ton of new weapons and armour, including this Raider set that will drop off Raiders (which is a random event that I'll explain when it's actually finished):

brassardandaxes.png


There's also been a few graphical changes, stone now has corners!

stonecorners.png


And the willows have gotten a significant update!

newwillows.png
 
*Insert reappearing magic act here*

Look's like there's actually been a load of development recently (well... I might've done all of this in one day).

Let's start off with the disease system. It's been completely overhauled! Airborne diseases have been removed and you will no longer be diseased simply by walking around for a while; instead, diseased food will cause a disease (after a period time, the chance of getting a disease increases with time).

Furthermore you can also gain diseases by standing around dead animals. This is because animals no longer simply vanish (ground-breaking, right?) when killed, their corpses will stay on the ground and begin to rot, like so:

DJYTU.png


You can then skin it:

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And butcher it:

WFgt0.png


You will also be able to carry the animal home (or anywhere else you wish to take a rotting corpse) if you are strong enough and deal with it there.

Also because animals do not despawn anymore they will no longer drop any sort of random loot. As a final bit of news on NPCs they are now saved to the world file - just so you know.

And now *drum roll* world generation has been improved... again! This time I've done something a lot more worthwhile in that biomes will completely fill the world now, here's an example:

D5uoO.png


Finally, you now walk and run faster. Gosh, stop complaining :D.

Unfortunately that's it. But! We're currently working on a load of different systems and I personally am dedicating 80% of my free time in order to make sure that Crawle 1.0.0 comes out fairly soon. Also, to celebrate over 5000 downloads I will be releasing a few public PTVs and more frequent Dev Logs (which you can find on our youtube channel) starting later this week so see you then!
 
I've finally added a skill system to the game. It isn't anything visual, for example you won't be able to see your level or EXP (eventhough it is calculated in the background) but you will notice that as you fish more you will catch fish more often.

The two skills I've added are woodcutting and fishing. Woodcutting at the moment is your standard woodcutting skill, you mercilessly click the tree until you've taken it down and gotten your logs.

With fishing, you need both fishing bait and a fishing rod (equipped) and you will then need to stand near water and click the water. This will initiate the fishing and every so often (if you still have bait) you will catch a fish:

V21wf.png


I've also now added a tutorial on diseases and I've updated the combat tutorial:

e1iQp.png


I've also added a brand new tutorial for a new feature that I explained in a Dev Log a few days ago - the new Health system:

qP8w4.png


I won't go into detail until I actually finish it but you'll probably understand it from the tutorial.

Finally, I've added a sort of Quick-Saving feature. Using F you can now automatically save your world. Your world will also now save every 10 minutes.

A new PTV is also out, you can download it here: http://www.downloads.sleepystudios.com/ ... 50ptv2.rar
 
So there's one prominent feature that I'll be talking about and that's the Right-Click menu system I've added:

4t5kv.png


I'll be converting interactable objects to use right-click menus. For example, skinning, chopping meat and searching baskets have already been converted:

vYxQd.png


8wOGG.png


Apart from that the only other thing I've started working on is the health system, as you can see below I've removed the health bar and added a "Blood Content" bar:

yfpSb.png


I've also added the ability to bleed out. If an animal hits you well enough then you will begin to bleed out:

1JO5h.png


I've got a few more things on my todo list and then we'll see a PTV3. After that (and after all the testing and polishing is done) 0.5.0 will be out and I'll be working on 0.6.0 where I'll actually add caves.

I've also put up a Dev Log about all of this stuff:
http://www.youtube.com/watch?v=5iEIH0NJ7EM
 
So after a week of no updates at all I'm guessing that you'd expect something fairly big? Well I don't have anything massive but I do have a few fairly major things.

New Health System

I've mentioned this quite a few times but now I've finally completed it. For those of you who don't know there isn't a single health bar in Crawle. Instead, your overall health is now based off your Blood Content (out of 100%) which you can lose by 'bleeding'. It's also based off the damage done to your 4 body parts (Head, Torso, Arms, Legs). If you have 0 health on your Head or Torso you will die. The health on your Arms will determine your hit chance and the health on your Legs will affect the speed at which you move and the energy taken by running.

healthsystem.png


Improved World Generation... Again!

World generation is currently the biggest problem in Crawle at the moment, I'll admit that. I've been working on it to get it a lot more cleaner. I'm looking into procedural generation now and I think I might've made quite a bit of progress with it recently. Until then we'll still have the average world generation that we have now (that I'm constantly working on). You can see a few differences in things such as dirt and long grass.We've also decided to remove the sand and stone biomes. The sand biome just doesn't fit with all the others and really it's the one biome that wouldn't actually be helpful in any way for survival. The stone biome has been moved to inside the cave (well, y'know... when I finish it).

Y2qfJ.png


Patches and Updates

All those months ago I said that this would be a massive content patch and it really has been. Skills, new health system, skinning, picking up animals and much much more that I'm still working on. Now we have this ideology that 1.0.0 is the finished game, where everything we want in the game is already in there and from there on it's mainly bug fixes. Because of this I'm going to be taking it a bit more slowly with the patches, no more minor increments in patch numbers (I would re-roll back but it'd feel too weird). As for the release of this patch... I really don't know. I mean, I've done A LOT already as I mentioned above but I always feel I could do more. Maybe another couple of skills? Maybe multiplayer? Possibly even finish that damn AI that has been the bane of my existence since November. Who know's. But I will say this, when I do release this patch Crawle will be, in my opinion, very ready for Alpha.

The Community

Alpha sounds scary. It means polishing the game up and getting rid of bugs. Obviously I can't do that on my own (as we've seen these past few months... these bugs never happen for me, goddammit!). So, I propose we finally begin to attempt to grow a community. It would help the game considerably!

It would mean a lot if you all headed on over to the website and registered so we could begin bug tracking and fixing as a community. I'd like to begin this event in the next few days before I go on holiday (the laptop will come with me, don't worry!)

Hope to see you there!
http://sleepystudios.com/
 
Where we're at with Multiplayer

Essentially it's pretty stable at the moment, the server and client structure is pretty much finished and te only few things left to do are sending worlds over from server to client (and of course updates from the client) and also moving some of the client side features over to the server so they can be handled more securely. Hopefully I can do it fairly quickly but at the moment I'm on holiday and it's so hot here that even opening Crawle overheats my laptop!

Here's a picture of the server console - not much of a looker but it does serve it's purpose:

DvSe2.png


Open-Source

As I said before the server will be completely Open-Source. This will help us as a community find bugs and also open up a few new possibilities for modding. Yes, it will mean that essentially these mods will be Multiplayer only but we haven't found a good way of making the client Open-Source - Crawle isn't very well known at the moment, anyone could simply take the source and pass it off as their own which is why we'll probably wait a bit before making the client Open-Source. However, we will be making some tutorials for the modders out there, both programming and Crawle tutorials. Feel free to contact me anytime about any programming you might need help with when modding Crawle.

The Nightlies

Yes, they're happening! I will start doing nightlies just after PTV4 is released (i.e. when multiplayer is ready). This could be in one week or two but I'll attempt to put out at the very least one release every 1 or 2 days.
 
The graphics are pretty muddled but this looks really cool. I love all of the newer features that you are implement. Between fishing and the other stuff you've probably got up your sleeve there seems to be a bunch to do. Also I like how you implemented disease (thats something you dont really see in games). I personally thought the ladder bit was cute. Its also super cool that this is going multiplayer; I can't even begin to understand how hard that must be x;
 
If I'm honest it wasn't -that- hard. Most of it is just dependent on one Class that handles the data between the server and client while the rest is simply porting over features from the client to the server for more security. I don't really know why it's taken me so long but it's almost ready :D

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We're almost there! By almost there I mean testing could begin very soon and not that multiplayer is done - the testing phase will decide that.

Today I've finished the rendering of players and also the sending of worlds from the server to the client, it seems to be pretty fast sending but I'm using localhost.

Thus, since I can't portforward over here, if there's anyone that would like to do some early testing, who knows how to portforward and would like to set up a server for us to stress test a bit please feel free to PM me.

Finally, just to prove I've actually done all this stuff (it isn't happening again :)):

BhWUk.png
 
The 4th nightly has been released - it features the first steps towards crafting in the game and pvp!

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Download:



Highlights:

abTkn.png


PVP has been added to multiplayer. It works the same way singleplayer combat works: your health is based off your body parts, your hits are based off your body parts, you can bleed and you will gain experience in your combat skill.

ZFreB.png


Rocks have been added to the game. These rocks can be picked up and used to skin animals in order to get your first Sharp Bone (which has replaced the knife). This is the beginning of the crafting system and it will continue in the next nightly which will be all about the crafting system.

Languages in the next Nightly

We've decided to take out the entire language system. Basically, there are too many things to translate and most of these things are GUI elements which can't actually be translated and therefore the language system is pretty useless. Thank you to anyone who has worked on language support up till now and we apologize to whomever this may be an inconvenience to.

Changelog:

# FIXES
- Fixed the water not properly surrounding the island.
- Fixed water, tall grass, dirt & stump generation.
- Fixed being able to chat in singleplayer.
- Fixed baskets in multiplayer.
- Fixed blood in multiplayer.
- Fixed the ridiculous rate of headshots from animals.
- Fixed bleeding in multiplayer.
- Fixed bleeding after dieing.
- Fixed the path not found serverside error.
- Fixed house doors and floors in multiplayer.
- Fixed the server not clearing offline players.
- Fixed being able to put down ladders on non-existant holes.

# CHANGES
- Shadows will now disappear at night.
- Knives are now 'Sharp Bones' and now have their own graphic.
- Passwords now only have to be 3 characters in length.

# ADDITIONS
- PVP combat!
- Sharp rocks that can be used to skin animals. They can be picked up using right-click.
 
Nightly 6 is out! It completely revamps the dungeon system and makes it room based. It also adds the ability to craft fishing rods and makes the game a lot harder.

Download:



Highlights:

http://www.youtube.com/watch?v=BqHsjdAUNus

HkgaU.png


A brand new dungeon system! Dungeons are now room based and you will have to travel by portal to each room. Dungeon monsters now also drop golden keys instead of pots and chests.

gMOPH.png


Fishing rods can now be crafted. To do this, simply carve a stick (using right-click -> Carve Stick) whilst having a knife-type weapon in your inventory and then simply attach Sinew to it (again, using right-click).

The game is also about 63.8% harder. Your stats regen much slower and stats deteriorate much faster.

Nightly 7:

Nightly 7 will not come out in 2 days unfortunately. This is because I want to do quite a lot of things in it. There are many engine issues that I'm only picking up on now and I'd like to take my time in fixing them, plus I'd like to add something else pretty special so the nightly will come out a bit later than usual.

Changelog:
# FIXES
- Fixed broken textures.
- Fixed the dungeon portal not being aligned.
- The game now properly starts maximised if it should.
- Fixed all the stats.
- Fixed some range issues.

# CHANGES
- Dungeons are now room based.
- Removed keys from chests and pots - added different things instead.
- Dungeon monsters now drop gold keys (30% chance).

# ADDITIONS
- Added cracks, twigs and pebbles.
- Portals for room-hopping in dungeons.
- Increased the stat take chance and decrease the stat regen chance for all stats.
- Added a suicide key, K.
- You can now carve logs! (Right-click on the log with a knife-like tool in your inventory).
- You can now make fishing rods (Attach sinew to a stick).
- Added new items to the villagers' tradeable items.
 

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