“Have you seen Battle Island? It’s big and beautiful, it’s like a battle arena where you fight with your friends and skeletons alike.”
– Maximus Lawsy
How would you survive, would you run and hide or stand your ground and fight off waves and waves of monsters, while protecting the rum!
What is a Battle Island, it’s a Island where we tests multiplayer content for YAARRGH! We will be testing melee and sword combat, monster wave combat, musket and cannon combat, all with building, crafting and mining, everything we need to test for multiplayer content for a sandbox game.
This is the very first build of Battle Island, YAARRGH! Testing ground, become an early adopter and join in the fun, fight ye matey and welcome to the jungle.
Why so quite, what have we been doing and where are we up to?
We have been working on some new and very important features for YAARRGH!
After a very disappointing year called 2020 and personal life matters, we have been off-line for awhile, but over the last six months, we have been establishing our Studio and started redesigning YAARRGH! from a prototype to gaming title.
We been hard at work making YAARRGH! Multiplayer, so now you will be able to play with your friends and family, you can even run a server for anyone to join. We created a beautiful ocean, like you have never seen before, an ocean with awesome shader effects, ready for you to sail the open seas in your old leaky boat. We also now have 3D volume clouds, where you can fly airships into the big blue sky, or hide in those fluffy white clouds as you travel through the endless world of YAARRGH!
Currently we been running networking tests in a mock up world environment and everything is coming along nicely, our current status. We have melee combat and pvp battles, blowing up stuff, run around forever in a endless world and soon will be implementing Ai mobs for testing over the Internet.
HollowHeart who has joined our team, has been hard at work improving and adding new features for Mob Ai, with how Mobs behave and interact within YAARRGH! We have Bad-B-Billy working on a new player character controller with plenty of rich features and will be remodeling everything with new stylised 3D graphical art. Maximums Lawsy, will be rebuilding the world with faster and bigger procedural world content and of course adding networking infrastructure for Server and Client game modes.
For January 2018, we have been busy little bees working hard on the new game inventory system for YAARRGH! Just two major game design to go before YAARRGH! Can be at the alpha game stages, no more prototyping, an actual game. The first design stage is the inventory system and than after that, the multi-player network design.
This is our first design draft of a game inventory system for YAARRGH! The next stages of the design draft will also include Crafting and Blueprints and the final stages will have random chest, player attributes and item spawning. This will be a boring technical documentation, show casing the technologies and design patterns for handling game data inside of YAARRGH!
Most of the time we try to make our videos or documentation funny but sometimes we will also touch on some technical information as well, however I personally try not to dive in to deep, cause most of the people reading our blogs just enjoy playing games but for anyone interested in modding games, this type of documentation would be of more interesting reading.
All of YAARRGH! Game data is store in XML files and all images are stored as texture packs, located in the game directory (Streaming Assets), here anyone can mod these files. We load images into texture arrays after slicing up a texture pack, all XML data is disputed throughout the game using ECS (Entity Component System) design pattern.
I have created a data editing tool for development of YAARRGH! This tool in the below screen-shot is used for Add/Edit/Delete game items in the Item XML file, but anyone could preform edits directly on the XML file for modding purposes.
Entity Component System design pattern is what we are using for handling all of the game data for YAARRGH! Why I have chosen to use it, is because all of my software engineer career, I have developed data driven Application & Websites, so this makes sense to me, plus way easier for bug finding and testing, REM out a component system will not corrupt your project and allowing the separating of individual systems.
Please note that all texture used in these screen-shots are for testing purposes only and will not be in the final product.
Grab ya rum and give me ya ears, cause if you want to survive those cold blue moons, ya gonna need to know how to build a shack, a place to call home, a place to stash ya rum and a place to hide ya loot.
Construction requires a hammer and to equip a hammer can be found scrolling through your tools using the keyboard shortcut key [E] you will also find other handy tools like the pickaxe for digging large areas or shovel for removing blocks or tiding up around the place.
Hammer is used for placing blocks and changing blocks using the keyboard shortcut [TAB] or the mouse middle button [SCROLL] to scroll through the different block types and sizes, when placing blocks you will notice a transparency block showing you where your blocks will be place once you click the mouse button [RIGHT].
Weapons can be equip by scrolling through you weapons using the keyboard shortcut key [Q] and using the mouse button [LEFT] to attack, be careful with TNT cause a missed place throw can blow up ya face.
Everything will change in the future once we introduce crafting and storage, for now you can build a fortress to keep those monster out and keep you safe, cause monsters are bad.
COMING VERY SOON!
All texture are for testing and are using a texture pack created for the prototype game, which will be replace with new textures designed for YAARRGH!.
Early September 2017 will be the first playable INDEV build [YAARRGH!-1.3.4] with building and construction included, plus more monsters and animals too, anyone wanting to try it out can download for free and also please forgive our indieness, cause there is still lots of bugs, in-completed content and lacking rum!
When I started creating YAARRGH! Back in 2016, was wanting a game engine similar to the earlier GreedyVox engine made with JAVA, with block construction and better graphics, so building the new GreedyVox engine with C# and starting a new, many moons later we now have YAARRGH!
Over the next one hundred moons all my development time will be focusing on more construction and ship building, more improvements, fixes and game performance and in the mean time our artist will be added more monsters and animals.
Plus extra screen-shot below, from the GreedyVox team of 1 and a half men without any rum.