This is a test that I plan on expanding. The goal is an open world RPG style game with character leveling, skill mastery, resource gathering, crafting, turn based pvp, and much more! This will go hand-in-hand with CloudSync, my cloud based server that uses cloud variables as data packets rather than long term storage allowing for incredible amounts of data to be stored and used. This would enable players to save their stats, inventory, achievements, and other player specific data automatically!
11/12/24 - Created movement and models for stone, copper, and trees. 11/15/24 - added selector to show where your destination is. 02/16/25 - added mining and linked health bar to physical objects. 02/17/25 - Easily hit the 300 clone limit, broke everything when implementing custom unlimited clone engine. 02/18/25 - Fixed Mining, added particles, merged copper, stone, and tree sprites into a single 'object' sprite. Restructured code to rely on lists for data driven additions. Yay easy modding! Find instructions in the Stage sprite. 02/24/26 - Fixed particle brightness not being properly handled. Added Object culling beyond the borders of the screen (massive oversight to begin with). Added particle magnetism for eye candy. Added 3D setting for lower end devices that need the performance boost. 02/25/26 - Added animations to objects being mined: wiggle, size pop, and brightness. changed formula for tool swing to use a skewed sin wave; this makes the swing up and down different speeds. Tweaked some calculations in the health bar to keep the health bar a uniform size regardless of the HP of an object. Oh yea, I also added hardness for each item. Stone is now softer than iron! 02/25/26 (later) - MORE ANIMATIONS!!! Added a rotation to objects being mined. Fixed a bug where animations would start before tool impact. Added background music and ambience, ground tile texture, and shadows. 02/26/26 - moved mining progress bar to the top of the screen for a less cluttered feel. 03/01/26 - added foundation for the skill tree, started on a text generator, splitting font sprite into individual letters 03/02/26 - created a formatting system for fonts to control color, brightness, shadow, and more. Added an XP bar and integrated it into mining. 03/03/26 - added first skills to the tree, added functionality to (for me at least) rearrange the skills. Added buttons to each corner, and animated the skill tree button. Opening the skill tree has a zoom in animation, and tapping on a skill selects it. Panning around also works. Integrated cost into the text generator, still need to create a way to purchase skills and the effects they will have 03/09/26 - finally figured out word wrapping for the skill description, added skill effects, added skill purchasing functionality, purchasing a skill now correctly adds the multiplier to tool speed, added a darken effect when selecting a skill (previously had a hard time reading descriptions with bright ui under the text), fixed a bug where particles were removing object attributes rather than self attributes, fixed a bug where purchasing skills crashed the game on mobile. 3/11/26 - Added grass. Added effect attributes to skills, added multiplier lists for breaking speed and breaking damage. Split breaking objects into three sections; mining stone type, chopping wood type, and gathering.. gather types haha. Breaking an object now references the relevant multiplier lists to calculate break speed and damage. Added pickaxe and axe unlock to the skill tree, and branched damage multiplier to both stone and wood types. 03/14/26 - Added coal, added inventory UI, items and item count draw in the inventory UI, synced tool hit to object shake, upped object brightness from 20 to 100 on hit, added some variables to reuse math instead of recalculating every time the value was needed, added cluster spawning for groups of objects, added quick indicator to show what inventory item is under the mouse. 03/29/26 - holy guacamole what pain that was! Created a python server. Very difficult I must say. No details yet because that was so draining lol. But, primitive save and load is complete! There are no indicators of saving, and loading only makes itself known by your XP bar changing. Very nice though, knowing that your progress is saved now. 3/30/26 - rough multiplayer added! You can now see other players! Changed world gen to use a seed so that you can spy on what other people are mining. Added KeepAlive connection for the server to track your total playtime; having it server-side makes it unhackable! bwaaahahaha! Added a beautiful dark transition after player data has been fetched and loaded in.