Hello! It’s been quite a while, fans and followers.
I’ve decided to finally write Update #4 - The main reasoning behind this? Lots of reform on the scripting side and the building side. I won’t show off any new work in this one, but instead I’ll just highlight what’s up.
Major change #1 - Current Workload
Prior to all of these posts, my main focus was the terrain of the world. The map is absolutely massive, after all. (the playable map is 4096x4096 studs, and the world border that I’m working on is 1024 studs long in an outward direction). However, in light of necessary progress, I’ve shifted the focus over to more of the world and its constructs in terms of cities and other things that rely on building with blocks. I’ve started the form of the game’s main city, and some of the structures are really nice and coming along well.
Major change #2 - Scripts. Again.
So naturally, every prototype has lots of experimental code and is generally a mess in some of the newer areas. Eyzira is certainly not exempt from such a dilemma. Today, I spent a few hours rewriting core game code (In fact, I’m still doing it!) to work a lot more quickly. I’ve been turning a lot of the things that are applied to multiple objects into modules that create custom instances. Not only does this shorten code considerably on the processing side (outside of the module), but it makes application of data a simple task. This script reform is a major step forward as I’m now paving the way for how the game will work.