I’m back from (a fantastic) honeymoon and working on King under the Mountain once again. Apologies that there were no real updates – I was on the other side of the world for a month!
In development news, in addition to the point light system detailed earlier, I’ve been working on “outdoor” lighting, to illuminate the outdoor areas of the game compared to indoors and underground. Even more excitingly, I’ve also added the basics of a day/night cycle, where this lighting changes colour throughout the game day. As with nearly everything in the engine, the values used are open to modding by being stored in a simple JSON file, which will allow people to change the brightness, colours and times of the phases of the sunlight shown.
Light from outside bleeds inwards over a distance (as shown with the area on the right in the video). The goal is to tie this into game mechanics with how well lit areas are for the characters in the game to be able to “see” to perform actions.
I’d like to add a direction to the sunlight that changes throughout the day (simulating the sun rising, moving and setting) and shadows, but I think this will do for now while I concentrate on getting other basic systems in place to have something playable.
In other news, I’ve started outsourcing some creative work to some very skilled artists and composers and I can’t wait to share more details with you very soon!
This blog has started a short way into development of King under the Mountain so I’ll use this post to bring you up to speed on where we’re at.
For those interested in the technologies being used, King under the Mountain is written in Java using the LibGDX framework. LibGDX allows you to cross-compile your game for deployment on many different target platforms, so a port to mobile/tablet is a possibility in the future but for now the project is aiming at PC only. LibGDX is also a wrapper aroung LWJGL, which is a lower-level library and the one used to most notably create Minecraft.
The very first “working” version of the game was to get the concepts of the 2D world and “walls” working correctly. As I’m drawing inspiration from Prison Architect and a lot of older tile-based games, of course the game world in King under the Mountain is tile-based. The very first problem to tackle was the fact that as the game involves digging into the side of a mountain, I do not want walls next to each other to look like this: