My current plans for Voxelworld development
Okay, so I just released a minor update for Voxelworld (v0.4.1
) which just
updated the appearance of the main menu and added a settings screen (there are
only two settings the player can change at the moment - how clouds are rendered
and the render distance).
However, now that I the basic features of survival mode completed, I now need to think about what my next steps forward should be for this project and this post will just outline what I am currently planning on doing.
I said in the previous post
that I wanted v0.5.0
to be focused on implementing entities such as animals
and monsters but I have since decided to make some changes in the development
roadmap. I currently want v0.5.0
to be a smaller feature update in which
some random extra features that I want to implement with no major changes or
additions to the engine. I have a list of ideas that I think would be interesting
to implement but for now I won’t give too many details.
I mainly decided to do a smaller update since v0.4.0
took multiple months
(basically my entire summer) to finish. I kind of want to take a break from
having to implement a lot of new engine features and with college looming for
me, it might be best to have a smaller project to focus on while I adjust and
start my classes. I can then hopefully have a better assessment of how much
free time I’ll have to work on side projects.
Once I have v0.5.0
completed, the plan is to then develop v0.6.0
in which
I plan to implement entities such as monsters and animals. I do already have
some basic code implemented for entities with dropped items but dropped items
are significantly more simple than an enemy like a slime/zombie.
In short, the plan at the moment is that v0.5.0
will be a somewhat smaller update
while v0.6.0
will implement monsters/animals.
Anyway, that’s it, have a nice day!