Flying Islands Game

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Flying Islands Game

Postby Chrisknyfe » Thu Sep 26, 2013 4:19 pm

I'm going to rewrite minecraft from the top down.

As you remember, I closed the FI Vanilla servers a couple of months ago so I could focus on myself for a while. But just when you think you've escaped the layer cake, something reels you back in. That something is F.I.G., the Flying Islands Game (yes I need a new name, if you've got an idea let me know.)

It's a game I'm writing about taking giant clumps of blocks and smashing them together for fun and profit. And it's about making contraptions that move. And it's about saving and sharing your creations without fear of losing data because of version updates or modpack changes. And it's about piloting giant hand-built pirate ships in the sky and plundering stuff on the high seas. With your friends, on a level playing field. And it's about being able to create your own mods without the hassle of picking a software framework and making unreasonable tradeoffs between networked content and visual content (*cough*Modding API*cough*).

FIG directly competes with and is inspired by games like Minecraft and Starmade, and I think that's okay because competition is healthy, and I intend to add value by doing things neither game does so far (hint: ropes, ecosystems, and microblocks.)

But mostly, FIG is about creating a platform upon which all Flying Islands enthusiasts can create, regardless of play style. And, if I can get away with it, I'd like to make some money selling the game too (fingers crossed).

Ok enough of the hype, here's what I've got so far:

--------------------------

Flying Islands requires the Panda3D 1.0.4 stable runtime, which you can get here: http://www.panda3d.org/download.php?runtime
EDIT: ahh darn. Because of this problem you might need to run one of the following command at the command prompt to run the game :
Code: Select all
panda3d -u http://runtime.panda3d.org/ -M http://runtime.panda3d.org/ fi.win32.p3d
panda3d -u http://runtime.panda3d.org/ -M http://runtime.panda3d.org/ fi.osx-i386.p3d

I'll include a shell/batch file to make this a one-click operation until this bug is fixed in a later version of the runtime.

FI Pre-Alpha Releases:
pre-alpha 2/20/2014 (windows, mac osx): http://flyingislands.net/dumptruck/fig- ... 4-2-20.zip <-- LATEST; requires Panda3D 1.0.4 stable runtime
pre-alpha 1/21/2014 (windows): http://flyingislands.net/dumptruck/fig- ... 4-1-21.zip
pre-alpha 9/26/2013 (windows): http://flyingislands.net/dumptruck/fig- ... 3-9-26.zip

Screenshots:
Image
Image

Controls:
WASD to move around
SPACE to jump
LEFT CLICK to break blocks
RIGHT CLICK to place blocks
SCROLL WHEEL to choose different block/entity types
MIDDLE CLICK to select the blocktype you're looking at
Q to create a new island / entity from your current selection
E to free the mouse
ESCAPE to save & quit
ENTER to save
F9 to take a screenshot


Pre-Alpha Development Plan (in order):
  • [DONE] Windows distribution
  • [DONE] Block-based Islands
  • [ONGOING] Performance: don't render non-visible faces, use a parallel process to do per-update model creation, divide islands into easy-to-process chunks, that sort of thing.
  • [ONGOING] Physics: islands collide, break each other, fly, float in the ocean, and keep themselves upright based on the materials they're made of. Players and NPC's can walk on islands smoothly.
  • [DONE] Mac distribution
  • [DONE] Block picker on the HUD
  • [IN PROGRESS] Multiplayer client and server
  • Modding API, modules will be loaded from a mods folder
    • support for overwriting resource files or adding your own
    • custom block types
    • custom island generation and population
    • custom NPCs
    • custom events for when blocks are placed and broken, when island are generated, when islands collide...
    • option to download mods from the server
  • NPCs
  • Menus (start, loading, controls...)
  • Linux distribution
  • Island-to-island constraints (ropes, hinges...)
  • Make everything pretty

Beyond the Core:
You are a pirate, sailing for the legendary Shadow Sea in search of treasure. But when you arrive you nearly lose everything, including your ship, when you are attacked by a giant ferocious bird. Now on the floating islands above the Shadow Sea you must rebuild your ship, rescure your crew, plunder that treasure, and get even!

Eruname and I are gonna flesh out the details of the actual "game" portion of FIG soon. She's volunteered to help create art, music, and story for the game.

If you think there's something missing from the pre-alpha plan, let me know. I probably have it slated for post-alpha, especially if it's related to content.

Stay tuned for more updates...

Technical details:
  • config.json is the game's config file. Once the game generates it, you can edit it. It contains all of the key bindings. You can even quell the ocean tides or change the number and size of the naturally generated islands.
  • savedworld.p is the game save (it's a python pickle file.) Remove this to generate a new world. If you make something cool, hold on to this! Old save files will always be compatible with the latest version. If they're not, give me the file and I'll fix it for you.
  • This is a pre-alpha; I make no guarantees on quality or usability. Heck, sometimes blocks still clip through each other!
See which servers are available at flyingislands.net
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Re: Flying Islands Game

Postby Chrisknyfe » Tue Jan 21, 2014 8:58 am

I updated today! Here's what I've done since September:
- Now you can choose which block you place
- Save files should be forward-compatible from here into the future
- You can 'pick' blocks just like in minecraft! Middle click selects the block type you're looking at
- More efficient physics
- Started dating a girl <3 free time? what's that?

Next, I'm gonna get multiplayer working! Hopefully we can get a server up soon...
See which servers are available at flyingislands.net
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Re: Flying Islands Game

Postby Complete_zero » Thu Jan 23, 2014 5:27 pm

Weel, it looks as if I chose a good day to check on the server.
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Re: Flying Islands Game

Postby Budderman » Sat Jan 25, 2014 8:41 pm

WERE BACK BITCHES!!! MOAHAHHAHAHAHAHHAHAHAHAHA :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:
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Re: Flying Islands Game

Postby Renzo The Fourth » Sun Jan 26, 2014 6:24 pm

Something that might be useful, is configurable key bindings, like instead of middle click to choose blocks, allow the user to configure it to a different key/mousetrigger
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Re: Flying Islands Game

Postby Chrisknyfe » Sun Jan 26, 2014 7:20 pm

Hi Renzo, you can configure the keybindings! check out config.json after you run the game once, it contains all the keybindings and some of the game's parameters, and you can change them as much as you like. Also, someday when I have menus I'll have an in-game menu for it too.
See which servers are available at flyingislands.net
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Re: Flying Islands Game

Postby Renzo The Fourth » Sun Jan 26, 2014 9:09 pm

Thanks! :D

I can't wait for the final release. I've missed all of you so much, and i can't wait to be able to play with friends again :3
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Re: Flying Islands Game

Postby Unholypimpin » Sun Jan 26, 2014 10:03 pm

This project looks like it has evolved quite a bit since the last alpha I played. Cant wait to see what content you start adding when you got the engine all coded.
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Re: Flying Islands Game

Postby Renzo The Fourth » Sun Jan 26, 2014 11:38 pm

Unholypimpin wrote:This project looks like it has evolved quite a bit since the last alpha I played. Cant wait to see what content you start adding when you got the engine all coded.

Im more excited to see what it would be like to play multiplayer, and what each other would look like. Maybe have some custom skins and stuff in a specialized folder just for the skin, and have an ingame menu that you can choose them, and a few defaults from?

EDIT: Will the FI players have to pay?
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Re: Flying Islands Game

Postby Chrisknyfe » Thu Feb 20, 2014 9:14 pm

Finally I got this game to work on OSX. Now I'm using Panda3D's .p3d packaging system to distribute the game. You'll need to install the Panda3D runtime to run the game (it's like installing java, but way easier.)

Install the runtime here: http://www.panda3d.org/download.php?runtime
Latest game for both windows and osx: http://flyingislands.net/dumptruck/fig- ... 4-2-20.zip

Note to self: read the manual. Would've saved so much time if I had just read it front to back.

EDIT: ahh darn. Because of this problem to run the game you need to run one of the following command at the command prompt:
Code: Select all
panda3d -u http://runtime.panda3d.org/ -M http://runtime.panda3d.org/ fi.win32.p3d
panda3d -u http://runtime.panda3d.org/ -M http://runtime.panda3d.org/ fi.osx-i386.p3d

I'll include a shell/batch file to make this a one-click operation until this bug is fixed in a later version of the runtime.

DOUBLE EDIT X2 COMBO:
Renzo The Fourth wrote:EDIT: Will the FI players have to pay?

I was thinking of letting folks who participated in the pre-alpha testing have it for free. Once we get multiplayer up and we play together I'll record your usernames and emails and encrypt them somewhere safe for later if I ever get any kind of login infrastructure up.
See which servers are available at flyingislands.net
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