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Uploading an early build tomorrow (friday) night!

Alrighty, so sorry the upload I wanted to upload last week is going slow..... hard to work ft, and have a small baby to take care of, and do this!. haha. who would have known??



So the build right now is pretty solid for an early build............... Things that are working : (single player)

8 different types of animals so far with spawning based on rarity. Animals are procedurally spawned and de spawned around the player, so animals will be spawned infinitely with the terrain.

infinite voxel terrain with tree, rock, and shrub / plant objects which are all able to be harvested .

Inventory and crafting system.

Weapon system.

Player health / damage, hunger and thirst system (though thirst is disabled for now).

Building system with square and triangular building parts.

Weather and time of day system .

Saving system (The player's stats, and position. Time of day, date, weather type, inventory contents, and player placed buildings).

Dynamic navigation mesh that generates an updates mesh every 1 second, allowing for AI (animals or otherwise) to be able to navigate on an infinite, procedurally generated terrain.

Functioning pre loading scenes.





What I am currently working on for the next build to upload :





Ammo system for the bow and arrow. (bow currently will shoot as many arrows as you want)

A few small bug fixes with the UI and keypresses.

Biomes (bimes are not currently blending together correctly, but am close to fixing that).

Allowing the player to terraform (dig / place) the terrain, and saving it.

Collision based melee damage (the current melee system is based on raycast damage, so for instance when hitting an animal's dead corpse to collect meat, etc you need to aim in the middle of your screen on the corpse to hit it, instead of aiming where the axe / etc would hit based on collision with the head of the axe, arrow dame IS currently based on the collision of the arrow with the AI)

Video / audio / input settings.

Working chests and storage items / crafting stations.

The ability for the player to define random seeds at runtime for varied terrain terrain and object generation.

Thirst system based on collecting water from roots, and occasional rain, based on a mostly dry environmental setting.



There are a good amount of crafting layout recipes, I will make a tuturial video of all of the current crafting recipes, and current in game items.