The new render system is coming along nicely. The world remains entirely dynamic - this is all real-time. I added a subtle film-grain, high-specular rivers, ramps, and significant performance improvements. Don't worry - you can still go back to ASCII if you like!
The new render system is coming along nicely. The world remains entirely dynamic - this is all real-time. I added a subtle film-grain, high-specular rivers, ramps, and significant performance improvements. Don't worry - you can still go back to ASCII if you like!
The internal game has always been 3D (voxels), but previously we've used the Dwarf Fortress "layer-cake" approach. That has changed, and Black Future now supports a series of 3D views. The game still works the same way - build your base, mine resources, and fight baddies - but now you can choose between a top-down, front and perspective view in which to visualize the world you create.
Today's lunch-time enhancement is a new GUI for the workflow interface. Quickly select available jobs, and queue them up for your settlers to perform. It only lists tasks that are possible with available materials and workshops, so it's a very quick and easy way to manage your settlement.
Introducing Tech Support - The Roguelike. It gives some of the underlying Black Future technology a good testing, and is a moderately fun quick project. Sneak around fixing IT issues, avoiding coworkers who drain your hope - and don't run out of caffeine.
I just posed Windows (32 and 64-bit) and Mac OS X (64-bit) files for the 0.10.0 Technical Preview Release. The game is about 10% done, so this is more of a technical preview than a game.