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 1 
 on: June 27, 2022, 02:22:56 PM 
Started by pspeed - Last post by pspeed
Unrolled from the simsilica twitter:

Today is the 10 year anniversary of the last public release of the original Mythruna. I've been working on the new engine daily for the last month trying to get a new public release ready for today. Between health, work, and world distractions, it's hard to find enough time to wire up the final details.

Bottom line: there's not going to be a public release today.

Once I step back and think about what arbitrary deadlines do and don't mean, I'm not even sure I want to release what I have next week. I feel like maybe the disappointment of missing things (like networking) may outweigh the disappointment of a small date slip considering that it's been so long already.
Arbitrary lines in the sand are good motivators, though. So I'm going to slip the public release by one month to release on my birthday: 2022/7/31
Sorry.
I'll put out another backers-only test release on the 4th to get the object blueprints some testing time. (See the field of beds below.) I'll spend July trying to get object scripting fully hooked up so I can get "property" working again so networking can be turned on.



 2 
 on: June 05, 2022, 02:52:28 AM 
Started by pspeed - Last post by pspeed
Idk if i count in the ten years ago club, lmao, but I always really liked the large candle flames. They had a serene, magical quality to them.

If you mean the smooth round flames from the old engine versus the "real flame" look of the new engine...
Old:

New:


The particle effect used for the old flames had a problem on some platforms with limited point-sprite sizes... the flame ended up look like a trail of beads.

The new fire is superior in every way except for things like candles.  Given that those would be smaller, I may resurrect it for candles at least.

Other than that, the "fuck you get a light" levels of darkness in caves and such have always been refreshing.

Nice.  I'll keep that in mind.

One thing I discovered in the new engine is that the lighting is not as dramatic.  The old engine had special code for falling off direct sunlight where it would fall off faster for a few levels.  The new one does a straight -1 falloff in all directions.  That means sun can penetrate like 14 blocks into a cave before going totally black.  Where is before it was closer to 10.

I will probably put it back because to me it doesn't feel right.  (The old approach had some other benefits that I won't get into here.)


I think custom objects is probably a "critical feature" for the public release at the end of June.  That was definitely something that distinguished Mythruna from the other block world games.

One thing I would like to see with blueprints in the future is an option to make the textures more in line with the full block, so a statue looks more like it's chiselled from a block instead of being many mini blocks. Sometimes you want one or the other, depending.

Totally.  This is already going to be a thing.  In fact, I hacked it in for the items in the inventory already.

If you run the latest engine then you can see this clearly on the sword.

In the inventory it looks like this:

...which is properly "carved".

While in the avatar's hand it's like the old mini-block style:

...which for the metal material looks especially stupid.

 3 
 on: June 04, 2022, 02:39:03 PM 
Started by pspeed - Last post by Rayblon
Idk if i count in the ten years ago club, lmao, but I always really liked the large candle flames. They had a serene, magical quality to them.

Other than that, the "fuck you get a light" levels of darkness in caves and such have always been refreshing.



I think custom objects is probably a "critical feature" for the public release at the end of June.  That was definitely something that distinguished Mythruna from the other block world games.

One thing I would like to see with blueprints in the future is an option to make the textures more in line with the full block, so a statue looks more like it's chiselled from a block instead of being many mini blocks. Sometimes you want one or the other, depending.

 4 
 on: June 04, 2022, 01:17:03 PM 
Started by pspeed - Last post by pspeed
already responded on twitter, but blueprints are one of the huge staples of mythruna that I loved.

Yeah, thanks for that.

I think custom objects is probably a "critical feature" for the public release at the end of June.  That was definitely something that distinguished Mythruna from the other block world games.

 5 
 on: June 01, 2022, 11:05:12 AM 
Started by pspeed - Last post by Iggyjeckel
already responded on twitter, but blueprints are one of the huge staples of mythruna that I loved.

 6 
 on: May 18, 2022, 12:10:30 AM 
Started by pspeed - Last post by pspeed
You can answer here or on twitter:
https://twitter.com/MythrunaGame/status/1526821598233300993

Quote
If you are one of the "old school" Mythruna players from 10 years ago, what was one of the "Mythruna wouldn't be the same without X" style features?
Partially I think it would be fun to walk down memory lane and partially I'm trying to prioritize old features in with new ones.

I'm thinking about this a lot as I get closer to a public release and will undoubtedly have to put some stuff off to the next releases.


 7 
 on: March 22, 2022, 03:42:09 AM 
Started by pspeed - Last post by pspeed
I don't know if anyone is still reading these regularly enough to matter... but it seems wrong not to post here after all these years.

The current plan is to put out another public release at the end of June, 2022. (3 months from now) 

That will be the 10 year anniversary of the last public release and it seems only appropriate to do something special.  And what could be more special than to put out a public pre-alpha release?!?

Beyond that, I'm trying to get an alpha out by the end of 2022... keeping my fingers crossed that publicly stated plans have not just turned life against me again.

In preparation for all of this, there will be some test engine builds released to backers.  (Where backers are both original Mythruna donors and current Patreon supporters.)  The first minimal test engine build will be by the end of this month (March, 2022... so like, in the next week and a half or so.)

Here is the state of that test engine build with me rambling on about the current status and the future for 25 minutes as I explore a random world:
https://www.youtube.com/watch?v=E3CMes5ZmxQ

Following @Simsilica on Twitter is still the best way to get up-to-the-minute updates on progress.  It's also a great time to ask for a Discord invite, especially for original donors because there is a private channel for backers... and that's probably where I will post test build download links first.

To anyone reading this, thanks for paying attention for so long.  I'm truly sorry it has taken so long to see tangible progress... not the least of which because of the reasons that progress was delayed.


 8 
 on: December 17, 2021, 06:33:12 AM 
Started by Rayblon - Last post by Iggyjeckel
Yup been following the Twitter for awhile now, it's what pulled me back Smiley


 9 
 on: December 15, 2021, 08:53:24 AM 
Started by Rayblon - Last post by pspeed
Hey everyone! long time no see. Thought I would stop by and say hi

Hello.  Hope things are going well.

...lots of stuff moving in the lands of Mythruna these days.

https://twitter.com/Simsilica

Edit: P.S.: I plan to do a lot more live streams coming up to whomever that may concern.

 10 
 on: December 13, 2021, 08:33:50 AM 
Started by Rayblon - Last post by Iggyjeckel
Hey everyone! long time no see. Thought I would stop by and say hi

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