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WolkenWelten - 0.0.2

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@Melchizedek6809 Melchizedek6809 released this 11 Nov 23:53
· 86 commits to main since this release

A somewhat recent screenshot

Hello there,

I'm now trying to do weekly releases, this time even with a changelog. Apart from the changes listed below quite a bit improved internally as I'm learning more about Rust and find better ways to structure the codebase.

I hope you enjoy this release, and please open an issue in the (likely) case that you stumble upon a bug.

Bugfixes


No more color distortion in particle effects

Block breaking or placement particle effects use the 2 colors
stored for each blocktype and use this color with a random offset to generate the final particle color. Since we were just randomly offsetting the RGB values we would get a color/hue drift, which was especially apparent with stones. Now we preserve the hue and only change the saturation/lightness value when calculating the particle color.

Fixed graphical glitches on MacOS/RPI4

These were caused by us drawing more vertices than were in a buffer, which led to visual artifacts on MacOS/RPI4

Fixed panic on RPI4 / GLES devices

This is still a workaround until it has been fixed properly in glium directly, the problem is that right now glium may set GL_VERTEX_PROGRAM_POINT_SIZE even for OpenGL ES contexts, where this enum is not available, resulting to a panic.

New features


Nicer world generation with alpine vistas

I've been experimenting with the noise crate and am quite
content with the results so far, seems at least more appealing than the floating spheres from before.

Added a simple healthbar

The healthbar is back, which is pretty self-explanatory I assume.

Fall damage and player respawn

Collisions can now cause harm to the player, which is most likely due to falling down from high places.

Gameplay changes


Slowed the player down to a more manageable pace

With the new landscape the super high speed of the player didn't make that much sense, so I've turned it down quite a bit.

Increased players terminal velocity

Not that noticeable anymore with the new world generation, but before there was a very low terminal velocity for characters which didn't feel quite right, increased it to a more reasonable speed. This became especially apparent after adding health/fall damage.