Releases: The64thGamer/Pneumagination-Old-Ver
v0.13a
IMPORTANT READ
The releases of this build do not function due to a library not compiling in the exports. The releases will stay however for archival purposes. If you want to play this build you must install the FastNoise2 library on your computer and play the build in the Godot editor.
Changes/Additions
- Added title screen where you can select the seed
- Added White Sand & Water as textures
- Added Beaches, Rivers, Oceans, and Islands
- Added a terminal used for commands and debugging
- Revamped world generation to use new FastNoise2 library, alongside smart caching of values. Chunk loading performance is much faster- though lag is still due to the mesh generation and unhiding Brushes upon breaking the surface of a chunk.
- Adjusted much of the world generation to provide more interesting terrain
- Water currently spawns as chunk-sized brushes that can be broken. This will change to a different system soon. Water is also not transparent due to a current visual bug.
- Moved debug info to terminal commands
- Began work on multiplayer. Mostly backend work. Players can connect multiple instances over LAN, but all this does is display the player name in the terminal.
- Moved Photo Mode to "P" key, terminal is now Tab.
- Fixed issues relating to breaking and placing blocks inside currently empty chunks
- Fixed loading screen not properly counting blocks generated
- Fixed some issues where chunks would not load in due to being removed from the waiting queue (There is still one instance found of this happening)
Controls
Playing
WASD/Arrow Keys - Move
Space/E - Jump
Esc - Quit
Mouse - Camera Movement
Left Click - Primary Action
Right Click - Secondary Action
Scrolling - Change Hotbar Position / Edit Mesh
Tab - Terminal
P - Toggle Photo Mode
Photo Mode
Left Click Drag - Move Camera
Right Click Drag - Rotate Camera
Scrolling - Zoom in/out
v0.12a
Changes/Additions
-Added ability to manipulate mesh faces, edges, and vertices. Select the given tool, click at a spot, and use scroll wheel to move.
-Added sounds for mining different sizes, placing different sizes, manipulating meshes, and fall damage
-Added day/night cycle that also adjusts fog density
-Mining speed is now based on volume of object being mined between a minimum and maximum
-Mouse button can now be held down to continuously mine
-Modified world generation to have more extreme mountains
-Wrote brand new fog shader that encompasses only the player, making it look excellent in Photo Mode
-Going underground now darkens the sky and fog color rather than changes it.
-A very faint light now encompasses the player, allowing them to barely see a few feet in front of them going underground or during pitch black night.
-Changed the default Brush texture to now be a measuring grid. Larger outlines are 3ft distance, thinner outlines are 1ft distance. The smallest a player can move or place a brush is at 0.5ft distance.
-Loading screen now has a progress bar and the camera slowly spins
-Fixed "Ghost Brushes" that could appear when regenerating a chunk that was modified to have 0 brushes in it.
Controls
Playing
WASD/Arrow Keys - Move
Space/E - Jump
Esc - Quit
Mouse - Camera Movement
Left Click - Primary Action
Right Click - Secondary Action
Scrolling - Change Hotbar Position / Edit Mesh
Tab - Toggle Photo Mode
Photo Mode
Left Click Drag - Move Camera
Right Click Drag - Rotate Camera
Scrolling - Zoom in/out
v0.11a
Changes/Additions
-Added placing Brushes!
-Added Photo Mode!
-Added Loading screen which shows chunks rendering in Photo Mode!
-Mining now gives you Brushes to place, alongside Textures to assign to Brush faces. You are given +1 of each texture from all 6 faces of the Brush mined. The Brush count you are given is proportional to the volume of the Brush you mined in 1^3 units. The giant blocks in the world generation are 6^3 units, so you receive 216 Brushes.
-Added a hotbar you can scroll through for mining, placing, and assigning textures. The first 3 slots are unused actions currently.
-Hitting right-click on the placing tool changes the size of the brush you will place. The count indicator changes accordingly to show how many of that size Brush you can place.
-Assigning a texture to a Brush face that already has a texture will swap the textures. Newly created Brushes will have no texture assigned.
-A particle effect is played when you destroy a Brush. The particle amount is proportional to the volume of the Brush.
-Chunks now have positional margins that extend 86 blocks out in all directions. Once mesh editing is implemented this will allow single Brushes to hit a maximum of 176^3 size (2 Chunks^3, or in measurement with the giant generated block Meshes- 28^3 of those.
-Jump button(s) can now be held down to continuously jump.
-Added coyote time to jumps of 0.2 seconds.
-Players now spawn at the highest point at x=0, z=0.
-Minor optimizations
(One of the textures in the hotbar is currently unobtainable, don't go looking for it lol)
Controls
Playing
WASD/Arrow Keys - Move
Space/E - Jump
Esc - Unlock mouse
Mouse - Camera Movement
Left Click - Primary Action
Right Click - Secondary Action
Scrolling - Change Hotbar Position
Tab - Toggle Photo Mode
Photo Mode
Left Click Drag - Move Camera
Right Click Drag - Rotate Camera
Scrolling - Zoom in/out
v0.10.a
Changes/Additions
-Changed terrain to have more variation in height
-Added caves that snake farther and get larger as you go deeper underground
-Changed caves to be more common around mountains and rare in flatlands
-Added desert biome
-Added infinitely connecting roads
-Added coordinates to UI
-Sky color and fog now darken as you dig deeper
-Changed SDFGI to look better, especially in dark caves.
-Added Asphalt, Sand, and Sandy Gravel Roads as new terrain textures
-Fixed terrain generation along chunk borders
-Massively improved performance, fixed crashes, fixed memory leaks, ect.
Controls
WASD/Arrow Keys - Move
Space/E - Jump
Esc - Unlock mouse
Mouse - Camera Movement
Left Click - Destroy Brush
v0.9a
Changes/Additions
-The game now renders with cubic chunks! Meaning rendering is infinite in all directions.
-Added the ability to destroy brushes by clicking on them.
-Redid terrain generation to fit cubic chunks
-Added Grass and Rocks materials that are applied to select Brushes in the terrain.
-Added SDFGI, SSIL, and other post processing.
-Adjusted lighting, tone-mapping, and fog.
-Changed character to cubic collision to avoid collision errors.
Note that there are random chances that the game will crash upon launch. You will need to reopen the game (maybe multiple times) until it loads properly.
Controls
WASD/Arrow Keys - Move
Space/E - Jump
Esc - Unlock mouse
Mouse - Camera Movement
Left Click - Destroy Brush
v0.8a
GODOT!
Yes! The game has now switched engines to Godot. Everything is starting over to ensure its systems are built correctly alongside the new direction the game's going in.
This first Godot build focuses on terrain generation made entirely from Brushes seen in prior builds. Brushes are cubes that allow any vertex to be moved as long as it does not result in a flat shape. Vertexes move on a 0.5 unit grid. The player is now 5.5 units.
Worlds generate as a set of cubed brushes 3x3x3 units in size. A layer of smaller brushes then cover the surface to smooth the terrain. In the future all of these terrain brushes will be editable, destroyable, and placeable.
New Exports
The game is now available on Linux and MacOS, mainly due to the exporting process being much faster and painless.
Controls
WASD/Arrow Keys - Move
Space/E - Jump
Esc - Unlock mouse
Mouse - Camera Movement
v0.7.1a
This patch mainly just fixes files not properly saving when created within the build, pretty crucial to get working.
Controls
WASD to move, CRTL to crouch, SPACE to jump, SHIFT to run.
"E" to unlock your mouse cursor
"Q" to switch between UI toolbars.
"Esc" to quit the game (as long as your cursor isn't unlocked)
Scroll wheel to zoom in and out.
TAB to switch to "Panoramic Mode". Hold left and right mouse buttons to pan and rotate. Scroll to zoom.
Right Click to pick up props and animatronics
Hold left click and drag when picking up something to rotate it (best to lock your camera with "E" first)
Mesh Edit Controls
Mode selection can be done with the 0-9 keys.
(Mode #1) Left Click to create cube at looking position.
(Mode #2) Left Click to select Vertex, Edge, or Face. Right Click to select entire mesh. Scroll Wheel + Looking Position to move on an axis.
(Mode #3) Left Click to apply material, Right Click to cycle used material.
(Mode #5) Left Click to delete mesh.
Change Log
-Fixed bug that caused new save files created in the build to not properly save upon exiting or attempting to enter the animatronics shop
-Added visuals and sounds for clicking and hovering over buttons in the main menu
-Added more pages to the included manual.
v0.7a
Sandbox Maps!
Yep! Gone are the premade levels and now you can start to build your own place! These will return as editable maps in a future update, but for now I'll be focusing on giving players resources to construct their own building.
Map creation works HEAVILY like Source Engine Hammer if you've ever used it. Blocks are used for creation and every vertex, edge, and face can be manipulated along a (0.5ft) grid. You can also paint every face a different material! A selection of 10 are in here to start- including one that just emits light!
Be sure to read the controls section below as some controls have changed and new ones are made for mesh creation. Be aware that you now need to press "Q" to swap between the Mesh Edit UI and the Showtape UI.
Style Change!
Yes, the game is now going to lean towards my Min-Max style. This is due to the game already sharing the Min-Max universe- and its slow focus on being more gamey and less software simulator.
I think the new Hammer styled map creation is too blocky to look good enough in a hyper realistic style. Its best to embrace a less intensive and more imaginative style to give the game a better identity, alongside being able to reuse the past year's worth of assets and continue to make assets for when I switch back to Min-Max development.
Mesh Edit Controls
- Mode selection can be done with the 0-9 keys.
- (Mode #1) Left Click to create cube at looking position.
- (Mode #2) Left Click to select Vertex, Edge, or Face. Right Click to select entire mesh. Scroll Wheel + Looking Position to move on an axis.
- (Mode #3) Left Click to apply material, Right Click to cycle used material.
- (Mode #5) Left Click to delete mesh.
Controls
- WASD to move, CRTL to crouch, SPACE to jump, SHIFT to run.
- "E" to unlock your mouse cursor
- "Q" to switch between UI toolbars.
- "Esc" to quit the game (as long as your cursor isn't unlocked)
- Scroll wheel to zoom in and out.
- TAB to switch to "Panoramic Mode". Hold left and right mouse buttons to pan and rotate. Scroll to zoom.
- Right Click to pick up props and animatronics
- Hold left click and drag when picking up something to rotate it (best to lock your camera with "E" first)
Change Log
- Added Editable Meshes and a UI for all editing tools.
- Removed 2 premade maps for blank map.
- Removed "Hard Map" option from save file creation
- Added Moon + moonlight for nighttime, alongside adjusting sun style.
- Imported many Min-Max assets for props and textures, replacing the older set.
- Save Files now properly work on build
- Save Files can now save props and custom meshes (props not implemented in build yet)
- "DEAD_Light" is now a DEAD_Engine script that can be used for lights and emissive materails.
- Two example DEAD_Light objects are in the default map and can be controlled with bit 0. (#1 Key)
- Game now compiles in IL2CPP
- Many adjustments to raytracing and other post processing has been done.
- Default map now includes many props to move around (their positions won't be saved upon exiting for now)
- Showtape UI is now switchable with the Mesh Edit UI using "Q"
v0.6a
Custom Animatronics!!!!
Yep the name of the game is now working. Just open the "E" menu and look for the new [$] button to take you to the shop. There you can choose from a (currently very limited lol) selection, alongside being able to bend certain parts of characters however you like.
Once you head back they'll spawn in a designated spot on the road. Pick them up with Right Click and rotate with Left Click (press E to hold your view still first).
For now the bits the animatronics will be assigned to is based off which order they were created. Once you create more than like 4 you won't have enough keys to animate them but that's for a future build.
New Manual!
Unlike other complex games that make you have to use an online wiki, this game is going to have an included offline user manual with every build. You can currently access it in (Build name)/Pneumagination_Data/StreamingAssets/Pneumagination Manual.html. Its not got much right now but you're free to expand upon it yourself through pull requests in the GitHub.
To access the files in Unity Editor or on Github, its in Assets/StreamingAssets/.
Controls
-WASD to move, CRTL to crouch, SPACE to jump, SHIFT to run.
-"E" to unlock your mouse cursor
-"Esc" to quit the game (as long as your cursor isn't unlocked)
-Scroll wheel to zoom in and out.
-TAB to switch to "Panoramic Mode". Hold left and right mouse buttons to pan and rotate.
-Right Click to pick up props and animatronics
-Hold left click and drag when picking up something to rotate it (best to lock your camera with "E" first)
Change Log
-Added new shop button on the in-game UI to take you to the shop
-Added animatronic creation shop that lets you spawn custom animatronics
-Added Linux Tux props in the standard map
-Added user manual in game files
-Allowed the standard map sign to now be picked up
-Gave new save files more money so they can buy more animatronics
-Animatronic positions and rotations are now saved on quitting
-Adjusted sun shadow distance and resolution values
-Days now last 20 minutes
-Days can now start earlier in the morning
-Removed default animatronics from maps
-Fixed save file not saving custom data assigned to each geometry
v0.5a
Added Save Files
You can now create saves, load into a randomized map (just colors and grime level are randomized for now), delete saves ect. All the "Random name, random store name" stuff has been moved into the save file creation menu as little dice icons.
Controls
-WASD to move, CRTL to crouch, SPACE to jump, SHIFT to run.
-"E" to unlock your mouse cursor
-"Esc" to quit the game (as long as your cursor isn't unlocked)
-Scroll wheel to zoom in and out.
-TAB to switch to "Panoramic Mode". Hold left and right mouse buttons to pan and rotate.
Change Log
-Added Save File load menu and Save File creation menu.
-Added ability to copy and delete save files
-Save files are now created in %appdata% and are XML files inside folders. Map saves are seperately generated inside save folders, meaning you can easily transplant and mish mash map data and save data however you want. Them being XML files also means you can easily read and modify your save data to be whatever you want.
-Removed "Name Generation" menu and moved it into the Create Save menu.
-Moved game to Unity 2023.2.0b16
-Replaced the now broken "Standalone File Browser" with the "Simple File Browser", which does work.
-Showtape playback now doesn't drift from the audio, though rewinding still uses the older system due to limitations.
-Many rendering settings have been changed to reduce unneeded overhead.
-Game has changed from deferred rendering to forward rendering to increase performance.
-A custom world map generator is included inside the files for modders. So far all this does is generate randomized roads and streets as sprites that will eventually show up in a world map in a later update.