Content-spree continues. Added a tonne of new blocks and world objects this week. We've got lots of little bits and pieces which we're using to construct interesting features. Here's a scene Alex put together to show some of the pieces.
Added inheritance to blocks to simplify the specification. So, for example I can now simply say that the bookshelf_big block type inherits from the bookshelf block type, and all the properties are copied over. I can then specify any that are different. (In this case the big bookshelf has a greater health.) Here's a section of the output of a script I wrote to show these relationships.
bone: dt dig h 6 sbod false
bone_wall: h 4 sbod false
bookshelf: dt chp h 4 sbod false
--bookshelf_big: h 6
brass: dt 1 dt sms h 10 sbod false
brass_chain: an true dt ore h 16 sbod false
clay: cl 3 dt dig h 10 ml 2 mm 1 st natural sbod false
clay_wall: h 4 sbod false
Sam continues to optimise the engine and over the next two weeks he'll be adding LOW, MEDIUM, and HIGH quality settings to the game. This'll be available from the launcher, and will hopefully enable more people to play the game at decent frame rates by disabling some of the visual features.
Unfortunately we've encountered an issue with certain OSX integrated-graphics setups. Moonman runs too slow to be playable (~10fps) and it is too big of a job to optimise at the moment. We'll test again when the LOW quality setting is ready, but it's likely that we'll just set the minimum specifications to require a graphics card. Strangely the game runs well enough on my Mac Mini (which I assume is integrated gfx), so this doesn't affect all systems. At some point after launch we'll take another look into optimising the engine to perform better on lower-end systems.
Added crumble aspect for mining. If you have a compatible item/block combo then you can demolish blocks much quicker.