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A voxel based building game, where every thunderstorm means an onslaught of monsters! The only thing keeping you alive is your building skills!
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njbradley/scrolls-old
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This is version 0.4 (in dev) of scrolls alpha: the adventure game! The physics engine qu3e (https://github.com/RandyGaul/qu3e/) is used for the physics in this game. Many thanks to the developers! Getting started: Precompiled distributions: Right now, there is a windows exe release if you want to play the game without setting up the compilation environment. Just download the zip file and skip to the section Playing the game. Compiling: To compile scrolls, you will need a c++14 compatable compiler, and the libraries: glfw, glew, glm, stb_image, boost On windows, most of these libraries can be downloaded in precomplied states, and only glfw, glew and boost need libraries, the rest are header only. I use Mingw for compiling, which works well. On windows, msys2 can be used to install the libraries: mingw-w64-x86_64-gcc mingw-w64-x86_64-make mingw-w64-x86_64-freealut mingw-w64-x86_64-openal mingw-w64-x86_64-glm mingw-w64-x86_64-glfw mingw-w64-x86_64-glew mingw-w64-x86_64-boost mingw-w64-x86_64-dwarfstack On linux, apt can be used: libglfw3-dev libglew-dev libalut-dev libglm-dev libboost-all-dev On mac and linux, the libraries can be installed with atp-get or brew. The compile command is rather simple with make, run the command "make" in the root directory. Specify the platform by adding PLAT=MAC or PLAT=LINUX. on windows with mingw the command is "mingw32-make" but otherwise it is the same. Thats it! now you should have an executable! Playing the game: To play the game, double click on scrolls.exe. A window should pop up with a new world open. The controls are listed below, so walk around and explore! Right now there are not many game features, I have mostly been working on efficient block physics. Controls: WASD - movement Mouse - look around Scroll - change holding item Number Keys - select holding item Left click - destroy block Right click - place block, or grab block if selected item is nothing Shift-Right click - place free block, that follows physics Ctr-Q - quit Debug: F/G - enter/exit spectator mode B - Pause physics simulation (will pause player movement too) M - Resume physics simulation N - Step forward one physics tick Version 0.4: Additions: -Added "Free blocks" which are blocks that are not on the grid, either rotated or moved over. -Used the physics engine qu3e to add real world rigid body physics for the new freeblocks. -Reorganized the scripts into separate plugins, for different parts of the game, like graphics, audio, game, world. - Version 0.3: Additions: -many new randomly generated terrain structures -block physics is now working! now blocks fall if they are not attached to another block they stick to -monsters have been added! When they die they become part of the landscape, and you can mine their bodies to get loot -player movement has been improved, you can now go up one block steps automatically without losing your velocity -you can also construct ladders out of blocks that the player can climb, and the player can stand in gaps in the wall -biomes have been added, right now there are only two but soon there will be much more -lighting is finally working! there is a day/night cycle, and at night you need lamps to be able to see -tools have been overhauled, with a new durability system. every tool has a weight level and a sharpness level when you mine, the sharpness decreases. you can craft a grindstone to sharpen the tool, but that wears away and decreases the weight -chests have been changed, now every block holds one item, but if you place chests next to each other they combine up to 10 spots Version 0.2: Additions: -full multithreading of loading and saving chunks, so no lag while playing -overhaul of terrain generation, much more expandable for future updates -world is now infinite in all directions with no build limits -worlds are encapsulated in a zip folder for efficient storage -settings file for adjustment -more blocks and items -trees! -lots of bugs from the multithreading Version 0.1: Right now the game is barely in a playable state, only the base features are in place.
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A voxel based building game, where every thunderstorm means an onslaught of monsters! The only thing keeping you alive is your building skills!
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