Author Topic: Exilania (renamed from Euthenia)  (Read 10536 times)

sokol815

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Exilania (renamed from Euthenia)
« on: March 18, 2013, 08:19:12 PM »
I have been working on my real-time 2d sandbox game "Exilania" now for about 10 weeks. I thought it might be nice to share some of my work with the wonderful people of rogue temple and see what you think about it!

The Exilania website can be found at http://exilania.com

EDIT:
Exilania has been updated to version 0.03! lots of internal changes, a few visible were made. See my post announcing v 0.03 below.
https://www.dropbox.com/sh/56q500ap63ffso0/GRE69xscey/Exilania_0.03.zip

It is basically the game I have always wanted to play. Features I have yet to implement:
  • Procedurally generated items: this includes item modifications
  • Item Crafting system: you take item-pieces (whether bought, found or salvaged) and combine them together on a 2d grid! (e.g. pickaxe head + wood handle = pickaxe)
  • Vehicle crafting: create entire vehicles from pieces available... (e.g. tanks, scooters, mechs, space ships, aircraft carriers, fighters, AT-AT  etc... whatever you can imagine!)
  • Multiplayer PVP: (multiplayer support already exists, PVP is still yet to come.)
  • Procedurally generated creatures to encounter (you want to fight a beast with 6 legs, razor sharp claws and a snout? OK!)

Systems now implemented:
  • General Materials crafting system (e.g. turn red flowers into red dye, wood into platforms... etc.)

A few random notes:
  • All graphics done by me.
  • Created in C# with XNA
  • Multiplayer LAN support (also works over the internet if you have your ports set up correctly. No NAT punch-through yet!)
  • Fullscreen mode can be whatever resolutions you choose that will fit on a single monitor.
  • windowed mode can spread across multiple monitors up to 4096 x 4096 (but only recommended for people with a fictional 16 ghz processor) works fine at 3840 x 1080. easily toggle between windowed or fullscreen mode.
  • created scripting language for "object" interactivity (e.g. wood doors, star trek automatic doors, draw bridges, turrets that track enemies, lights with sensors for when to turn on/off, power generators to power various objects... )
  • dynamic colored lighting
  • simulated liquids, including pressure

Pictures say a thousand words, right? See below:

Standing in a concrete building during the middle of the day:



full-size images: (not embedded because they are big!)

The above image:
http://imageshack.us/a/img703/2764/screenshot6349859720221.png

Main menu:
http://imageshack.us/a/img9/1337/screenshot6349921194736.png

Swimming in a pond:
http://imageshack.us/a/img842/1493/screenshot6349756785145.png

a stone-carved castle:
http://imageshack.us/a/img201/4010/screenshot6349756783399.png

Exploring a cave:
http://imageshack.us/a/img96/6325/screenshot6349756789188.png

Now with Plants:
http://imageshack.us/a/img4/3851/screenshot6349921196341.png

Night-Time shot:
http://imageshack.us/a/img62/759/screenshot6349921334750.png
« Last Edit: April 06, 2013, 05:42:28 AM by sokol815 »

sokol815

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Re: Euthenia
« Reply #1 on: March 20, 2013, 04:31:46 PM »
Hey everyone! I mentioned it in my above post, but I am adding this new post as well so it is easier to see. I have a publicly available super-alpha version. Just make sure you are running windows and have the .net runtime 4 and XNA redistributable.

https://www.dropbox.com/sh/56q500ap63ffso0/GRE69xscey/Exilania_0.03.zip

Let me know what you think!

[Edited]
« Last Edit: April 06, 2013, 05:43:00 AM by sokol815 »

Valmond

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Re: Euthenia
« Reply #2 on: March 21, 2013, 05:58:22 PM »
Nice start!

My oldest kid (he's 5) said "Terraria!" so I guess you got That part right if you are aiming to do a terraria-like ;-)

Otherwise everything went smooth: connection, walking around, digging and so. Water is update a bit close to you but works perfectly well!

Keep up the good job!

sokol815

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Re: Euthenia
« Reply #3 on: March 21, 2013, 08:14:59 PM »
Hey Valmond! Thanks for checking it out. Good to hear it worked just fine.

I think it is quite awesome your 5 year old compared it to Terraria! Currently, there is absolutely nothing that really sets it apart from Terraria... hoping to change that very soon!

I'm excited to see what people think about it when you can build a hovercraft completely from scratch and then drop in on the enemies base from it...

or the shear panic you will feel when you see a huge cluster of guided missiles coming right at you... nowhere to run... nowhere to hide. I just hope that point defense kicks in.

The liquid system currently in place there is probably 5th generation code... I have been compiling a list of requirements the liquid system must do before I write the 6th generation code, but the goals are for it to be much more efficient and quicker liquid flow for liquid going downhill, but for it to preserve the pressure effect liquids have.

I have a brother who has been testing it on a really old XP machine, he still gets 60fps out of it, so I am pretty excited about the range of computers that it runs on.

I'm currently working nights to build this game and juggling playing with my little kiddo and a working a web programming job during the day. (Just graduated from University in December, wife is a masters student)

Anyways, I am quite surprised that I am still working on this project after 11 weeks... the advice one reads everywhere to "build the game you always wanted to play" truly has some staying power.
« Last Edit: March 21, 2013, 08:19:01 PM by sokol815 »

sokol815

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Re: Euthenia
« Reply #4 on: April 04, 2013, 04:52:58 PM »
Hi everyone! I am happy to announce that I have just built another version of Euthenia (Name change is in the works, as someone already has euthenia.com.)


new changes in this edition:
  • world-wide liquid... it is fast and has a wonderful pressure system
  • sliding sand... it will fall down slopes until it is at it's proper angle of repose (if disturbed).
  • World generator: you can now generate and choose your own worlds. it also generates a random world (unless you go into the ini and turn on the use_seed property
  • material crafting has been updated... the interface works much better.

still to come:
  • combining item-pieces to make full items
  • ability to store items in chests
  • use built materials to actually make vehicles
  • procedural mob creation
  • additional modifications to world generation to include biomes, lakes, and caves.
  • combat
  • the list goes on...

Anyways, I hope you enjoy this. let me know if there are any problems encountered.
« Last Edit: April 06, 2013, 05:43:24 AM by sokol815 »

sokol815

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Re: Exilania (renamed from Euthenia)
« Reply #5 on: April 06, 2013, 05:46:21 AM »
Well, like I said, a name change was to come. I have renamed the game to Exilania, and I have set up a website! it is now located at: http://exilania.com

feel free to browse around a bit there... still not a ton to see, but I think it is a great start.

Also, I have now updated to version 0.03, this included some fixes to the new liquid system (including liquid pressure!), improved physics, and a new crafting recipe.

You may download it here https://www.dropbox.com/sh/56q500ap63ffso0/GRE69xscey/Exilania_0.03.zip if you would like to check it out. I don't know how many more publicly available versions I will release. Probably just until I have enough game-play for it to truly be a game.