Submissions from 2018-01-23 to 2018-01-24 (3 total)

Today I dusted off my setup for streaming, and we did more brainstorming around the project!

We tried to extract the very core ideas of the project to start working on a prototype.

The first prototype will probably only be about terrain manipulation. A bit like what you can find in map editors. That will be the core mechanic of the game, which will allow the players to move different resources around in order to create life-friendly conditions.

The players’ power to manipulate the terrain will be linked to the general state of the life on the planet. From temporary and very tiny modifications when alone and almost no life on the planet, to large scale permanent modifications when all the players cooperate and life flourishes.

Man, I thought there would be no testing today. I was gonna implement purity and yield and their effect on buffs, go to bed and test everything tomorrow, but I tested it now anyway.

BUT
I already know, that I'm going to refactor tomorow what I just added (it feels more like an effect thingy than a buff thingy)
also, I need to merge my branch back to master or will never do it xD

changy changes:
https://github.com/Papiertig0r/Alchemy/commit/141e85d23f3a920ff821aca9a735a0f671bd1134

Adding Lua bindings for SFML classes, I currently have:

Clock
Time
VideoMode

I also added a getfenv function in C (i'm on lua 5.3 so it doesn't exist anymore x.x)