Better grass

6/12/2020

I realized my initial grass image was a little too "busy" making it difficult to pick out ores and trees on the terrain.


Terrain images

6/11/2020

Adding to my previous change, I've gone and added images to the terrain, adding more depth to the world!


Trees and Rocks!

6/9/2020

I realized images are a thing that look good in games. Weird, huh? Anyway I've added images for trees, rocks, ores, etc.


Stack sizes, Ores, and more

6/7/2020

Crafting window

6/5/2020

For basic crafting I decided to go with a quick use window on the right of the inventory. This way someone can scroll through basic crafting recipes and create items with a simple click. I considered the Minecraft route of empty boxes and requiring the user to know the recipe but I decided to avoid the guessing game and go for something more straight forward for new players.


Inventory stack sizes

6/2/2020

Hotbar and inventory changes

6/1/2020

Inventory Images

5/31/2020

I added images for inventory items


Inventory and Attack Area

5/29/2020

In old Thorn Reid games I generally strayed away from melee attacks because of attack ranges and timing. This time, I used java shapes and points in order to create the attack area. I made it scalable so in the future I can add additional points to round off the attack area. I also added the start to a basic inventory for the player.


Started map generation

5/19/2020

Starting a new Thorn Reid game I wanted to implement procedural terrain generation. In the past I generally created map makers, primarily because I didn't know how to make quality procedural generators, but also because it made more sense to create static maps for an RPG. With the new Thorn Reid I'm aiming for a better open world experience by using random maps.