100 Day Challenge [Days 21-30]

30 days complete.

Total dev time: 40h 30mins

dogeDIG:

Lots of progress with the digging system. But its really not the most exciting work. A lot of time has been spent working on edge cases within the voxel terrain system this past 10 days. Crucial work but also very boring. This lays the groundwork for the reworked digging system, and also some important elements of terrain generation (which is next in line to get a bunch of new features and options)

Deleting terrain, across chunk boundaries – debug view

And a bit of work on generating voxels, with a voxel ‘queue’ implemented per chunk of terrain. When this queue has voxel locations added to it, a coroutine progressively runs through the queued locations to generated the voxels required.

This means the debug mouse cursor functions in-game are all mostly complete now. From painting new terrain, to erasing terrain and modifying existing terrain in various ways. Theres still a few minor parts to this system Im needing to add back in, but this is most of it now working again (just a lot better than before!)

The art of voxel painting

Next up this function needs to also be applied to the main doge character, so the player is once again able to dig through the terrain and explore underground.

Just 1 task ticked off the ‘Roadmap to Alpha’ list this 10 days – a minor bit of UI work, bumping Pre-Alpha completion to 36%.

You gotta pump up those numbers those are rookie numbers - Rookie Numbers |  Meme Generator

Shader work: No shader dev work of note during this 10 day sprint.

Hours charting:

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