Report article RSS Feed Working on Fort Defense, Movement, Infinite Terrain

Read about our latest development updates involving Infinite Terrain and Multiplayer. Also, what we plan on doing next.

Posted by wsworin on Nov 16th, 2012

With the highs and lows of running a funding campaign, customer service emails (2000+ received since campaign launched), developing the game, and all 3 of us coming down with the flu (which we blame on the Canadian winter, and the fact that our igloos need better setup). It has been a busy past 3 weeks here at Code}{atch!

We are currently running two campaigns:

Steam Greenlight - If you like our game, help it get on Steam by voting for it today -

IndieGoGo - Help support the future development of StarForge -

We thought we'd share on what we've been developing in the game.

Movement Upgrades - The movement is being re-written in some ways to allow for a much more streamlined and tighter experience. The basics are now done, the player doesn't wobble and he starts and stops very quickly. Now the jumping and parkour systems are being worked on.

Fort Defense Mode - The vat is now fully setup and working in a multiplayer environment. Both creatures and players can attack it and destroy it. Players properly respawn at the vat. When you start a game you have 5 minutes to prep a base. Then the waves come. The enemies become more numerous and harder to beat with each wave. There is a 2 minute breathing period between waves. The leech now properly attack and destroy parts of your forts. Chests also fall from the sky.

Multiplayer Inventory Work - All of the weapons and cubes now work fine in a multiplayer environment. The Procedural weapons create icons on the fly, so each icon accurately represents the procedural weapon that is stored. 3D tilesets are now managed in a separate 1-9 hotkey setup which the user swaps to by hitting "q". We are also building a display for the HUD that shows your hotkey slots. We have much work yet to do to streamline our systems, but the work is coming well.

Infinite Terrain Engine - it is being rebuilt to give more flexibility in designing how the terrain generates itself. Specifically it now uses temporary layers of voxel data which can be sampled from by higher layers to create more complex effects. This requires us to automatically allocate, generate and deallocate voxel data when it is requested, such as when a new peice of land becomes visible. The result will be much more natural-looking and interesting terrain with less memory and processing consumption.

Coming up in the next month - A multiplayer video by the end of next week. We want to release it with a week left on our IndieGoGo Campaign. Proper resource management integration. Pallets fall from the sky in Fort Defense, and it costs resources to build. Sounds for building and destroying. Effects for this as well. Some flying enemies that spawn in later waves. Further work on the infinite terrain and movement. Optimization and Memory fixes. The winch gun.


We have also announced our Creation Goals. 

The CodeHatch Team

Post comment Comments
killman123 Nov 16 2012, 10:27pm says:

Holy s**t, everybody donate to get them up to $500,000

+9 votes     reply to comment
ZaliaS Nov 16 2012, 11:55pm says:

****, money well spent! Can't take it to my grave anyway!

+5 votes     reply to comment
Gorkel Nov 17 2012, 2:06am says:

donated, you guys are building an awesome *** game,

I would however like a minecraft like survival mode, were you crash land on a planet with nothing and must build shelter and gather materials etc to survive the nightly raids from alien monsters.

+2 votes     reply to comment
Acetyl Nov 17 2012, 2:08am says:

I like the idea of infinite terrain, for some applications and playing styles. But perhaps it would good to include an option to generate finite worlds that loop back onto each other. It would be easy to calculate for an artificial horizon giving the illusion of curvature on smaller planets, and the world could ultimately loop back on itself. The world could still be massive, and use the terrain generator, just have it loop back.

The reason being is, despite different planet types and environments, infinite worlds somewhat invalidates space travel and exploration, and makes it something more of a "for sheer curiosity" endeavor. Even if they hold new materials. Spatially, it would also be easy enough, and more immersive to calculate on what continent, in what area you're going to land. Depending on planet size, and the overall layout. (Drawing the illusion theres even a spherical play space to begin with.) Making logistics play more of a part.

Just a suggestion, but would be pretty neat to see.

+5 votes     reply to comment
wsworin Nov 19 2012, 9:28pm says:

Thanks for helping us out! Also thanks for the suggestion Acetyl, currently were focused on infinite, however, we do consider finite for the future but that would require quite a bit of work.

+1 vote     reply to comment
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