Concept: A first person survival game with other settlers in which the graphics aren't the most realistic, but the mechanics and the world generation are.
AI has been used strictly to find sources or data on how real life stuff works, mainly Wikipedia. The code or art is not generated by AI.
Some of the Documentation might not be up to date, and therefore not accurate, please don't take my work for anything that is said, since it is a concept it might change over time, but it is a good base to start on and a goal to reach.
Check it out on our demo page for free, as well as our Steam page and give me your thoughts! store.steampowered.com/app/3897040
Have a nice day!
Keyboard1000n17
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Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Helloooo!!
Today I rebuilt the whole structure, but into a square for easier scaling and storing.
A chunking system has been added, which allows the game to run generally smoother than loading the whole world, and it helps to generate and store the world efficiently.
There is also a file load system which uploads the chunk data into files.
Unfortunately I did not get the time to actually send the data to the GPU to render yet but I believe this is already a lot of work.
I will ask you to please not use the latest git commits to run my program as it contain a lot of issues at the moment.
Thank you!!
Heyyyy !!
These past few days were pretty helpful
I realized that a tetrahedral grid was impossible (yeah that was silly, I'm sorry)
So I'm now aiming for a more traditional square grid
I've started working on it and have already done a bit of work
But not enough to show much yet since it's been only a few hours that I've switched
I've also tried to make the floor semi-transparent but with no success...
As a bonus, I'm happy to announce we've reached 10 wishlists on steam!!
thanks again for this amazing support and you've given !!
Special thanks to Kaemori and Raiden for helping me (please tell me if I forgot someone I got a bad memory)
Hello! Hello!
Today good news!!!
I'm finally accepted by Steam!!
You can wishlist for whenever I'll release it!!
https://store.steampowered.com/app/3897040
Yeah that's about it for today XD
I got a notification while coding the world structure
Thanks for all the support you've given all this time !
Heyyy!
Today I figured out how to save stuff to files using .bin, it's much more efficient for future saves.
...but I can’t actually use it just yet.
I also started coding the new structure for the world vertices.
That’s about it.
Nothing cool today but I'll need it for later.
Here is some code because i felt like it ^ - ^
Heyy !
Today I added terrain collisions and some bugfixes from yesterday's code
I also tried to increase the world size but I was faced with the float precision limit
The plan now is to add the subdivision which I cannot figure out yet how to properly code it...
Thanks for your support so far!
(Image related to the struggle I'm having with the subdivision)
Heyyyy!
Today was veryy productive but exhausting!
I got to FINALLY add ESC to quit the game XD
There are now also more controls for the player
The original plan was to make the player go around in XYZ but what's the fun in that!!
So I decided to go straight to making the player go around the world
Oh, also I added physics and sprinting (let's hope gravity doesn't randomly change)
I'll probably try to fine-tune the settings tomorrow and try to make the floor actually accurate to the shape as for now it's clamped at a certain value.
ayyy tyyy
yipeeeee wilderlands devlog!
Heyyy!
Today I got some stuff done:
I got to rewrite my entire Steam page and redo some artwork.
There is now a limit for FPS, which should be 360FPS. It's mainly there to avoid turning your GPU into a burning jet engine.
I also tinkered a bit with frame updating, I managed to get the icosahedron to deform wile the program runs. (not with my mouse though)
I added also different colors to visualize the icosahedron better.
There were also a few issues with the program where it would crash parts of your system due to a segfault. (core dumped XD)
The logs have also been cleaned up and the logs are now limited to 10k lines and deleted dynamically.
The Windows build does not make the console appear anymore as it is not needed anymore.
On another note: the Steam page is again under review for a few days, let's hope that this time it gets approved! :D
looks really nice, excited about the progress RAHHHH WILDERLANDS!
looks really nice, excited about the progress RAHHHH WILDERLANDS!
Heyyy everyone!
Sorry for the lack of news, I wasn't doing well...
These last few days I fixed up some old code
I also started working on the subdivider but it's fairly hard
So I switched up to the FPS rate limiter and a way to make updates while the game is running.
I didn't quite finish to make it as I now had to devlog XD
Steam still didn't get back to me for the Steam page so I'll have to wait a bit more...
I was also wondering, would you like more detailed devlogs and more technical stuff or do you want me to keep the current format?
Heyyy everyone!!
I fixed all the critical errors and got the full Windows release !!
Everything is available on the latest release 0.0.4!!
Now i'll probably either work on the subdivisions which are not easy at all.
Or a port for MacOS, which is even harder :D
Thanks for your support!!
As a side note:
Steam has obviously still not accepted my request XD
And I 3D printed my first 3D geometric shape I've ever done in code!!
(sorry the print is garbage)
Heyyy!!
Today I managed to get the Windows port out!!! ...well more or less...
The program is ready but i can't version it due to a lot of CRITICAL glitches which i am too tired to fix ATM.
PLEASE MAKE SURE TO ONLY USE THE RELEASES ON MY DEMO PAGE AS WELL AS GIT
If you're tying to use widows with my program yet, please be aware it won't be available for a day.
Also on another note related to the screenshot, I'LL SOON BE GETTING ON STEAM!!
Tomorrow I'll try to fix up the Windows port and the few glitches with the logs and so on...
Thanks for yall's help!!
Heyyy!!
Today I fixed up the Isocahedron
I also tried to make the code more organized into more files but I did not manage to understand how to, even after some trying...
If anyone would teach me how to do that I would love it!
As a thanks for your support I created a stack of 100k tetrahedrons running at about 120 FPS (that's what I do with my free will)
I could not do 1 million as the shape has more calculations to make, therefore it ran at 12-14FPS.
Heey everyone!!
I did some stuff lately,
I cleaned up my folder structure!
But I could not manage to create more than 2-3 Isocahedrons...
I tried to work on it but it somehow didn't work even though my tetrahedrons can be created just fine!
I'll probably restructure my code into multiple files and structure it better.
I'm mainly confused on why those both work but one doesn't multiply infinitely...
As a side note related to the picture, take a simple guess of what it is...
NO it is not a weird cube.
Those are tetrahedrons, 1 million of them as we have seen instances of it before.
All of it running at a small 22 FPS...
I NEED TO MAKE IT BETTER /hj
Thanks for listening and have a great day
Hello everyone! Today I have great news!
The program is finally actually an app!
You can simply install it my using the install script and run it via the app!
If you ever feel like the uninstalling that's a thing too!
Next up I'll probably add a way to automatically detect and install missing packages and maybe add a FPS limit if I can!
As usual, new versions are under: https://drive.lymecraft.com/s/cCPc4S3APX9TymX
Contact me if any issues occur!
Have a great day!
Hello everyone!!
Today I added an FPS counter because I want to see how high the FPS counter can go!
I'd love to see your scores!!
Also this is that time where I will finally ship!!!
The game is unfortunately not there and only available on Linux but it's a start!
If you're encountering any issues, please make sure you've installed the following packages:
glfw, glm, vulkan-radeon (AMD-only), vulkan-intel (Intel-only), vulkan-nvidia (nvidia-only), vulkan-headers, vulkan-icd-loader, vulkan-tools.
If you have any other issues please DM me!
Hello everyone
Today I finally fixed the isocahedron!!
I also managed to get the final program file.
It'a available for Linux, DM me if there are any complications when running it
Here is the file: https://drive.lymecraft.com/s/mwC47QcYj3Js6f6
Next up, well I'll figure out tomorrow I really need sleep rn it's 8AM...
Haiii,
I finished the isocahedron coordinates.
Can’t display it right now because of a bug.
I know what it is, i’ll fix it tomorrow (exhausted and in pain LOL).
thank you & good night
Hellooo
Today I got the icosahedron rings down using phi (I hope it's accurate)
Tomorrow I'll simply just calculate the coordinates of every vertice.
I might also generate every face to finally show up on screen XD.
Heyyy !!
I think i have finally found a way to index the tetra and do the grid, though i doubt it's the best method.
I'd separate the isocahedron in 20 tetrahedron chunks from 0-19, then I'd store each subdivision of those tetra in a 0-7 integer
It would make an ID similar to : 15-0223 for a world with 4 subdivisions
So i started on trying to calculate the positions for the world but i still could not figure out how to calculate the coordinates yet.
i already know that each one of the vertices are x distance away from each other and the center.
I gotta figure out how to math now XD (i think the golden ratio will have to be used)
Image from: https://polyhedra.tessera.li/icosahedron
if anyone has the math for it and could explain it to me, please tell me, I would appreciate so much ^ ^
Hello everyone!!
Today wasn’t super productive in coding, but it helped me a lot too do so.
I did a ton of research, writing and thinking, and I finally came up with an idea for creating The Earth grid.
If you’re wondering why I plan so much:
It’s because I can’t just start coding without knowing what I’m even trying to build.
It would be a waste of time to work on something I’m not even going to use.
This is a big project, so it’s simply more efficient to plan ahead cuz it helps avoid incompatibilities later on.
Next step: trying it out in practice.
Unfortunately, my servers crashed (and I’m on vacation), so Git isn’t working yet and I haven’t been able to push any commits.
Gotta love tech...
Hi there!
I fixed the tetras today, and now they finally show too!
Scaling doesn’t work yet, but it doesn’t matter for now since what I need next is to figure out how to make that grid.
After some research, I still couldn't find anything that really fits yet.
I wanted to sleep earlier today… but Git had other plans and started glitching out. :[
Tomorrow I’ll try to find a good way to make it a grid with the specific needs mentioned in the documentation.
If you have any ideas, feel free to share!
Haii!
Sorry if the hour count is low again, I procrastinated...
Today was a short day, I only managed to get the scalable tetra more or less working.
I don't know if the program actually works yet because of a glitch. Linked the image of the error for the nerds. (if I'm wrong lmk)
I don't want to fix it tonight since it might just cause even more glitches (as usual :|), and I really want to sleep now. XD
Tomorrow, I’ll fix it and try to do more stuff: Maybe a grid, or rotation/angle control for the tetra or maybe make it more malleable? Not sure yet, it's so late and I'm about to pass out. ^
Thanks again for the support, and sorry for the lack of content!
Hello everyone!
I did do some stuff today:
I managed to make a tetrahedron!! (Crazy discovery omg omg)
The texture is obviously incorrect but I'm too tired to fix it
Just to address the lack of updates:
I haven’t made much progress since last time, mostly because I just couldn’t get myself to code at all...
Mentally, I’m in an even worse spot than when I stopped, so uh, not exactly an improvement XD
Also, from now on I’ll be relying on pretty much no tutorials, so expect less content in updates.
(Side note: I already forgot everything I learned during those two days, so I might have some trouble XD)
Tomorrow, I’ll try to fix the texture and see if I can create a function to generate those tetras on command.
Hello everyone and today I tried working on artwork for the game but simply couldn't.
I wanted to start coding the terrain but I was so lost on where to start so I gave up.
So I simply decided to see how I could approach the code and planned out a rough outline which I had to modify a bit.
It took some decent time and I lost a lot of time trying to get to do the graphics and code.
Tomorrow I will try to review my planning and start coding.
It will get more and more complicated since I will have less if not any tutorials to rely on.
Regarding the artwork for the Steam page, I will most probably simply use what I will create with the code in the next few days, I hope i can
I also spent most my time simply lying in bed and couldn't get myself to do anything productive during that time, which explains the small time spent working today.
I hope it'll get better tomorrow!
Thanks again for reading and supporting!! -^
Hello yall!
I just finished adding a second object (easy part).
Then I had to work out depth to make them appear properly.
Not much on the Steam side... again, I'll need some more assets/content to show but I already have the logo.
I will try to now make content for the steam page tomorrow.
I am unsure of what to do with the code I have now, I believe the main things for the displaying is done.
Maybe add the core systems? I'll look into it if there is time for it tomorrow.
Thank you so much again for your support!! -^
I couldn't have gone this far without your support!! (sorry if it's repetitive but I mean it)
Well hello again and today I'm happy to announce that I've managed to add an image after a lot of trial and effort...
There's not much else productive today since I spend hours trying to set it up and debugging so I hope you enjoy my comedic taste!!
Hello! I've done a lot of work today!
I created a small logo placeholder for the game.
The code also now makes a 3D square that rotates because... S P I N.
Also the program now the program starts in fullscreen because why the hell not.
That's pretty much it for today!
I'll try to add image uploading in the program so I can make the logo spinni.
Thanks again for your support! -^
Hello, today I tried to make some optimizations to the code where possible.
Generates squares with 2 triangles using 4 vertices instead of 6 and I also added the index and vertex buffers.
No updates on Steam, I still have no visual content to display yet.
Let's hope I can make a bit more tomorrow!
Also I must thank you for your support. By supporting my game or just talking, it means a lot to me 💖.
Today I made so that the vertex could be modified from the code directly so I don't have to rebuild the vertex shaders after every edit.
I also made so that when the window resizes, the content doesn't start freaking out.
I had a few issues while coding and almost gave up LOL.
To update you on the Steam Page situation, I will need a Logo, and 5 screenshots/images for the game to be able to finally send it to Steam for review.
Tomorrow I'll try to make so that images can be added to the window, maybe fifure out how to add depth/3D to it if time allows it, and I'll try to make media to publish on Steam.
Personally I'm still holding it together... most the time? Progress?
I added frames in flight to my program.
I also tried implemeting .exe again but I failed again...
Not a very productive day but I managed to hold myself together.
Tomorrow will begin the real deal - trying to make that RGBT triangle transForm.
After all we've been waiting for...
I finally managed to create the draw command loop and made the first triangle appear with colours and everything.
I also tried to compile a .exe file to see if I could run it on Windows with no luck.
I tried to resort to AI (I was tired and desperate OK??) but to no one's surprise - it failed.
Don't say the dash is AI - I like using them sometimes to make a point.
Tomorrow I will try making a .exe file again and if it fails I will simply resort to not test on Windows yet.
I finished up the graphics pipeline today.
I also set up a few buffers: frame buffers, and command buffers.
Though the only thing buffering right now is my brain.
I SWEAR I will soon be able to load a window...
To thank you for your patience here is my doggo keeping me in a good mood while I work :3
(yes buddy is as tired as me XD)
Today I spent my time trying to understand how in HELL does a shader work.
I finished up setting up rasterization, vertex shaders, fragment shaders, viewports and more.
I also started to work on the pipeline.
Tomorrow I'll just continue to do that.
The last few days I spent reading Vulkan decumentation. (and having mental breakdown[s?])
I realised I'd need a swapchain for the display (basically a buffer).
Not all GPUs support it so I added more verification to make sure everything was compatible.
I also started setting up a way to make images into graphics, but it's incomplete.
I also made some concept art for the game but it's nothing crazy.
Now I'll try to work on the graphics pipeline to turn the data into actual graphics and try to make the window (finally) appear.
(I'll try to work on my mental health too haha)
I have made some progress in understanding the code (I hope I won't forget it all by next week)
I have also created a basic Vulkan window, which doesn't show up yet but will soon enough :3
I've learned basic C++, how it works, and how to set it up, i will try to learn more advanced stuff
Sorry for the long wait... I am not in a mentally good place and honestly i don't want to talk about it.
I have finally made a website to view the documentation of the game as well as maybe some parts of the code later on. It didn't count on my Hackatime unfortunately... It is what it is.
The website is available under :
https://games.lymecraft.com
I will be posting more work in my GitHub and updating the website
Thank you for your patience and kindness
I've tried to understand how different types of variables retain data and how much storage they use.
I've applied it to most data in vertices and calculated how much storage it would use up.
The total amount of data is approx. 10 PB with
In conclusion I should probably try to see if I can find any other methods for data storage or optimisations.
Also I have a feeling there will be other issues redarding computatational limits but I should probably look into that after the storage issue has been dealt with.
The main goal is to keep it around 1TB for now
Today I pretty much completed the descriptions for how climates are regulated in real life
I also added key signing to my repo to make sure it is me that made changes, and not someone that hacked my account
I will now work on more of the form of the world
this is wild ngl :)
Whoever helped you do that must be pretty cool fr fr
Today I tried to make the game and copy it mostly from StackOverflow and other GitHub projects.
I don't think this is a good way to go so I erased everything.
I planned out my day for the future so I can be more efficient.
Also i added a Devlog folder in my GitHub can keep track of what I've done over time.
I'll work on a more strucured base game documentation tomorrow.
Thought about the terrain generation and currently testing tetrahedral generation (concept art attached), it could make some original terrain generation.
I also tried making a window appear with OpenGL, it works now so it's progress
Also added some legal disclaimers in the README for copyright purposes
i added the composition of the ACTUAL mantle, not the crust, which i did earlier and must have confused.
And core, this one more or less accurate due to lack of data.
Tried to render some (flat) spheres to confirm how'd they show and work.
Researched and Added some info on how we could possibly generate the terrain as a planet and with the special requirements and rendering/computing issues
Wrote how the humidity would work in climate, added some legal disclaimers and started working on what the composition of the mantle would be
How's your game going
DWWWW it’s finee
Good job Laura sorry I haven't commented recently l have been pretty in active
Good job Laura sorry I haven't commented recently l have been pretty in active