News

DevBlog 29 - Inventory

Hello and welcome to the 29th CardLife DevBlog,

It’s been another hectic week but lots to share so let’s get to it:

Patch Notes 32

We have released a new patch today with quite a few small but significant updates. You can grab it through the launcher as usual. Here are the major changes:

  • Inventory now works - you can now drag and drop items from your hotbar to your inventory (which is accessed by pressing I)
  • There are now separate hand animations for digging, harvesting bushes and chopping down trees
  • The character’s first person arm now uses the custom Connect the Dots (CTD) version that you draw
  • The back chest and torso pieces of card of the character now inherit the shape from the front chest and torso pieces of card that you draw in the CTD interface
  • The world has been slightly increased by about 20% both horizontally and vertically (this was a bug fix, as it was being incorrectly scaled)
  • The depth of the world has been split into 4 distinct strata layers that are made up of differing dirt materials
    • These materials look different in the world and take different times to dig but will temporarily only add to the dirt pickup on your hotbar
  • You should now be able to enable full screen mode in the CTD interface on the drawing panel
  • Several CTD bug fixes

Ongoing Work: Caves and Ores

Now that the world has been split into the 4 distinct strata layers - Upper Mantle, Lower Mantle, Outer Core and Core - Ed has begun implementing his Cave/Ore algorithm into build - which is very exciting as it looks really cool. He has already done quite a bit of work on this and hopefully it will be implemented fairly soon.

Ongoing Work: Death and Respawn

Alessio has made good progress on this. You can now die from starvation and respawn at a new random location within the world. He has a few little bits left such as handling your stats (health, stamina and hunger) and the visuals of what you see when you die and then respawn, but this is coming along nicely.  

Ongoing Work: Terrain

Neil has now finalised the plan for his optimisation work. We sat down this week as a team and went over it and have all agreed a timeline and priority for this. It will be broken down into 4 major tasks - collision, voxel rendering, mesh data loading and contouring. Each of these are major revisions to the code base but will give us major performance increases. As we are developing this work in parallel to the gameplay it means we can just integrate these optimisations once they are done, so it shouldn’t slow us down at all which is great.  

Ongoing Work: CTD Interface

Now that we have the main CTD interface up and running, Aldo has been mixing his time with fixing bugs and beginning to work on the new cutting feature that allows you to cut holes into the pieces of card you draw. This will allow you to really customise your creations and let you draw your own face.

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So I hope everyone had a Happy Easter. Some of the team are still on holiday as they enjoy some time with their families but everyone will be back next week raring to go. Please do send us some screenshots of your characters - we would love to see them.

As always if you have any feedback, questions or comments please feel free to contact us at any of our social portals: Facebook, Twitter and our very own Forums.

Cheers,

Rich - Lead Designer