Devlog 3: a body for everyone, trees that differ, and boulders
Another full day on the voxel RPG. People got a real figure, the forests got variety and company, bodies started bumping into each other properly, and the Object Creator got a new coat of paint.
A body for everyone
The player and the wanderers were plain boxes with eyes. Now every person wears the same base figure: skin, a blue tunic, brown boots and two eyes, built from voxels much finer than the world's blocks. It isn't animated yet, so for now it glides along the ground as the box did, and underneath it still collides as that box.
Trees that differ
Last time, objects learned to roll their own variations, but the oak and pine didn't use it yet. Now they do. Each tree rolls its own trunk, how far its upper trunk slides, and how its bands of leaves turn and mirror, so no two trees in the world are quite the same. There are also fewer of them than before, which opens the forests up.
Boulders, and grass that's switched off
Rounded, mossy limestone boulders now sit scattered through the land, set down into the ground, and a tree won't grow where a boulder already stands. Walk-through grass was built too, fine tufts tinted to match the ground beneath, but it's switched off for now.
Small cliffs also got a little taller, so even the smallest ones read as cliffs.
Bodies that push back
Bodies are now solid to each other. They stop flush, can stand on each other's heads, and push each other around by weight, so a line of bodies shoved into a wall stops at the wall. How hard a hit knocks something back now depends on what kind of thing it is.
Swings now land through a hit area in front of the swinger, and a hit now freezes the target for a split second, which gives each blow a bit of weight.
Two new commands help with testing: /spawn puts a wanderer just ahead to fight, and /hitboxes shows what can be hit in green and live swings in red.
The Object Creator's new look
The Object Creator now has docked side panels and a top bar on one warm dark surface around the 3D view, with a single yellow accent for whatever is selected. Each layer now holds its own voxels, so painting and erasing only touch the selected layer, and the keyboard moves a layer around a voxel at a time.
Objects are also saved as plain text now, laid out as a picture of each slice, so they can be read and written outside the editor. Every build turns them into a compact form for the game.
No more sparkles
Last time, neighbouring faces were merged into larger rectangles to draw less. That made thin sparkles appear along some edges, so it's been taken back out: every block face is its own square again, and the edges are clean.