Saturday, June 24, 2017

Colony_27 "Animals"

So far in terms of animals we have a bird that moves tree-to-tree giving off a chirp now and then, and thats been it. But since I first implemented that bird I've been working on here-and-there a new system for animals. This system is not simply they move place-to-place and need food and water, this system will make animals crave food and water like their life depended on it. The more they've gone without it the more irrational they become, and if they get low enough, the weaker they become.

When you go up against an animal, it wont simply be X amount of hits to kill, they go this fast, they deal this much damage. Instead it will be, I know that the bunny population in the area is low, I know that this animal eats bunnies, so I know that this animal in this area is probably weaker than it usually would be. The focus of this game has always been about survival using your brain, not just some stats and grinding.

Now that's all good in theory, but what do I actually have done so far? Currently there are spots for birds to fly to and that's about it for birds.

Originally I was going to program one big script to manage all animals, but that turned out to be over-complicated and a lot less efficient than just making multiple scripts. So now that the Bird AI is programmed separately from land animals I was able to make a lot more progress.

If you want a more in-depth explanation of the new animal system, you can click "Read more" at the bottom of this post. But what I've done so far is successfully make the animals able to wander place-to-place, switch between animation states, and chase after the player when the player gets near (the tiger specifically growls before chasing). Doesn't sound like much, but that's over 250 lines of code!

If you're interested click the Read More Button!

Friday, June 16, 2017

One Week Pause

It's a really inconvenient thing to do but I'm going to have to pause all game development for one week. Then once I'm back it will take me another day or so to get an update ready for the blog.

We're making great progress, and right now I'm working heavily on animals and then I'll be working on core gameplay like crafting and tools.  So this isn't some boring post, here's a teaser for the post that will be on the blog in about a week:

Thanks for reading, and I'll see you all in a week!

Wednesday, June 14, 2017

Colony_26 "Hotbar Equipment, Stone Biome, and plans"

Today was completely focused on equipment, more specifically: Hotbar equipment. Hotbar equipment is anything that is equipable in your hotbar. This is tools, notes, weapons, and traps.

The new stone pickaxe model:

In terms of actual programming, certain things can now be equipped and your character with his arms will bring up whatever it is you have equipped, and each equipable hotbar item comes with its own set of animations (No lazily shared animations)!

I've also implemented a new biome to the map: Stone. And even already attached the coal deposit to it. This biome will be for mining:

I also wrote about 180 lines of code for the mining system that I described yesterday, now I just need to make a tool to do it with.

I've also worked to change textures for a few items, and improved some of the original textures.

After I post this, I'm going to be focusing on figuring out how the player will acquire some of these tools (figure out a bunch of recipes), probably add a few items to the game and I also want to work on animals. As it currently stands there is only one animal in the game: a bird, and all it really does atm is move tree-to-tree and chirping now and then.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Tuesday, June 13, 2017

Colony_25 "Resources"

I've figured out how I want mining to work in the game. Each ore will have a 'damage threshold' (the amount of damage you need to do in order for it to give out the ore that it has). I only plan for pickaxes to be able to deal any damage to ore deposits.

The ore will have a max health and 3 stages. When at full or slightly lower health it is at "Stage 1" where the ore is just looking like normal ore. Then at 66% health, the ore enters "Stage 2" where you will notice some of the ore missing (Or in the case of iron deposits, you will notice a chunk of the rock missing). Then when the ore reaches 33% health it will enter "Stage 3" where most the ore will appear to be gone, or large chunks of the deposit will be gone.

That is how the ore will visually work, in terms of mechanics the deposits will give out ore every X damage that is done to it (Defined by each ore as a 'damage threshold'. The amount of ore given out is a random value between a minimum and a maximum like if it were 3 to 7 that means you'd get anywhere between 3 and 7 ore. Then when you completely destroy the ore it will have a modifier attached to it, so that 3 or 7 would then + a modifier, so for example, if the modifier were 2 and the random value was a 6 then you'd get 8 ore.

If any of that is confusing, here's a visual aid:

Hopefully, that makes sense. This is all now programmed into the game, but now I need to make a way so the player can do damage to the deposit in the first place (so technically I don't know if this works yet). I've modeled the stages for the coal deposit, and right now I'm modeling a pickaxe model and working on making so you'll be able to equip said pickaxe.

Other resources are more simple, for example, if you wanted to cut down a tree you just had to deal damage to the tree until lit falls over, then hit the fallen tree until it gives you lumber.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Colony_24 "Models for the future"

An important part of the game of course will be the tools and ores/resources you craft/find around the map. So it's important that when the features of using and harvesting are implemented that I will need items ready.

Stone Axe

Coal Deposit

Iron Deposit
Iron Deposit 2
Iron Deposit 3

It's mostly on the side of resources, the triple iron deposit is for variety. That isn't a problem with coal since the model you see is meant to be placed in the ground and can be rotated and adjusted in many different ways. These are not the only ores by the way, there will be more.

I also apologize, these models don't look very interesting without their color/texture but I like to keep things mysterious until release, so you'll just have to wait so see what they look like in-game.

Sorry for the smallish update, but I figure I'd keep you guys posted as I work.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Sunday, June 11, 2017

Colony_23 "Core Features & Multiplayer?"

I've been dedicated to working on the game for the past two days to bring you an update worth the wait!

Beginning in visual, the island is no longer a large circle but rather has a 'bay' that even features a cliff and a stream!

The next important thing about this update is: Trees can now be chopped down!

Right now the only tool you can craft in the game is the Makeshift Knife, and it doesn't do much damage to trees (about 4dmg per swing) so it takes awhile to chop trees down with it (a long while) but it's still possible! This feature now means that when I implement things like axes into the game that the ability for the player to chop down trees will already be implemented!

Weapons do reduced or increased damage to certain objects, in this case a Makeshift knife actually does more than 4 damage normally, but it only does 4 damage against a tree because well... It's a knife versus a tree. Chopping down a tree also drops the new item 'Lumber'.

Also implemented into the game are some 'audio reverb zones'. Which basically means some fancy audio effects when you're in the forest or at the bay

I've also added in a Blood bar, Stamina bar, Hunger Bar, Thirst bar. It's called a Blood bar because rather than health your player has blood, and a lot of it. Blood will be able to be taken away over time by things like sicknesses or diseases, or quickly taken away by more obvious things like breaking your leg. And yes, breaking your leg (will) be a feature.

Stamina goes up over time, and goes down when sprinting, in the future doing things like swinging or jumping will also cause stamina to go down.

I also added resolution support so people on lower resolution won't get wonky and weird interface problems (hopefully).

But one of the biggest things about this update is the notifications! An important part of the game rather than you constantly checking your stats is your character informing you of them. For those of you familiar with DayZ then you'll understand what I'm talking about. Your character will alert you with things like "I'm feeling well fed" or "I feel a bit thirsty". You can then check your stat bars in the inventory menu.

So to sum it up:

Added features:
  • Chopping down trees
  • Stat bars
  • Notifications

  • Changed terrain
  • Added cliff
  • Added stream
  • Added water sound effects for stream & shore
  • Added resolution scale support

  • Fixed game blacking out at start
  • Fixed rain sound effect not playing
  • Fixed UI collisions overlapping each other

Known bugs:
  • Can jump in water

But I still haven't finished. I have a couple of bomb shells for you, so get ready.
The Colony will be releasing an official multiplayer mod after it releases on Steam.

This doesn't mean that The Colony will have an actual multiplayer, but it means that it will be sponsoring an official mod that adds multiplayer to the game. This means that it will most likely be very buggy, have missing features, and limited support but if you can put up with all that then you will kinda be able to play with your friends! But just to be clear, the game does have multiplayer but a mod that adds multiplayer will be releasing after the game releases on steam (most likely within the first month of it being released).

Pretty big, huh? While I haven't gotten to the second bomb yet.

You can now sign up for The Colony CLOSED Beta #1. That's right if you want to get a copy of the game just click the link below and fill out the information!

The beta will be releasing this summer, the exact date will be announced at least a week in advance.

A big update indeed, getting a lot of the core features in the game like thirst, stamina, hunger, chopping trees, and notifications means that this game is getting closer and closer to being ready for the beta! I can't wait to see how the game turns out!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! 

Monday, June 5, 2017

Resume development date

Development of The Colony will officially resume on 6/10/17, and you can expect the next post probably around 6/11 or 6/12. This is when exams will be over and other responsibilities taken care of.

Thanks for sticking around, and I hope to get back into development ASAP!

Wednesday, May 31, 2017


Sorry for the lack of updates recently, but allow me to give you a reason as to why, and formally say that development is on pause.

It is the end of the school year, and as someone who is in High School I have to worry about studying for exams and doing everything I can to keep my grades before the school year is over.

This is very time-consuming and so very little time has been able to be dedicated to the development of The Colony, and I've decided that until the school year is over, that it is best to pause development. I estimate that this will last about 10 days or less.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Saturday, May 27, 2017

Colony_22 "New Items & Defining Items"

Made improvements to the game's lighting, and figured out some core blocks for items.

Added Items:
Makeshift Knife

Nulled Items:
Large Log
Small Log

I've decided to make the 'large log' and 'small log' null or non-existent. It will still have an ID in the code and will always be a part of the game, but you'll never actually be able to encounter the item while playing the game. This is because rather than repetitive things like chopping large logs to get small logs or needing large logs for this or small logs for that I decided I would just classify it all as Lumber. Lumber is a separate object to replace the small and large logs.

I'm not removing the large & Small log from the game because it would mess up the ID order. I've already programmed in the objects after small log and large log with a certain ID and if I were to remove the large and small log then I would need to change the ID of all other items in the game. So consider large and small log as non-existent as they will never appear in the game.

I'm working on making items equipable right now, but first I've figured out how I want items to be organized:

Crafting Material
A natural (non-refined) resource that can be used for crafting

A crafted item used to make more advanced crafted items

An equipable item that is used for gathering or harvesting

An equipable item that is intended for killing or self-defense

A placeable item used for trapping or harming

An equipable item intended for wear on the character

All items in the game will be placed into one of those categories.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Thursday, May 25, 2017

Colony_21 "A lot going on"

So much going on that I can't even begin to explain (mostly because I have foolishly not been writing stuff down as I go). I've added some storyline items to the game that I cannot reveal because I wouldn't want to give anything away. But I fixed a major problem with the system so far, and thats been picking up items.

As it currently stood to pick up items was based on if your cursor was over an item or not and within a certain distance. This was a failed method due to it having great difficulty detecting if your cursor truly was over the item or not, but a new method has been implemented that even features some anti-cheat methods.

Most of the game will be able to be cheated because it's a singleplayer game and I don't mind people having fun, but this specific instance the anti-cheat I added was necessary.

I also fixed up quite a bit of the weather system, I've figured out how I want the rain sounds to play I just haven't implemented it yet. Basically, it's if the player is under the rain cloud then play a 2D rain sound, and if the player is under an object then play a different 2D rain sound based on the object. This way rain will sound different when you're in a house or under trees than in the open. I've got some idea on reducing rain lagg, but that will also be a long process.

And finally, a majority of work was done to programming so there is not much to show, I've reduced the amount of lines the inventory manager needs to operate and I'm now working on making so the player can equip tools.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Tuesday, May 23, 2017

Colony_20 "Weather & More"

The biggest thing about this update is: Weather! Weather is a very dynamic system in my game. The game does not simply state if it is or is not raining, but rather your location defines rain.

When the game decides to start raining it then spawns in some rain clouds. Those rain clouds then produce rain. You can see rain clouds in the distance. Rain is not guaranteed, rain clouds could miss your location entirely. Quite literally you could watch a neighboring island get rained on while relaxing.

I had this completely in mind when designing the weather system, weather is based on location and it's not guaranteed to hit you every time. As it currently stands there are only two problems with this system:

1) The lagg
2) It produces no sound

I have a solution to the first one, which is to not render the rain of a rain cloud if its X distance from the player, or to display a flat image 'representing' rain. But I have no solution to the second, figuring out 3D sound for rain will definitely be a tricky one.

Sorry that this is a short update, weather is a really big deal but I don't like giving away gameplay. I plan on making a second reveal trailer when more gameplay is done.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Monday, May 22, 2017

Colony_19 "Further optimization"

I had to develop my own optimization engine because I couldn't use Unity's default. By default Unity terrain only supports trees that have two things: A mesh, and a collider. Since trees in a survival game need to be able to do things like get chopped down, and be interacted with, this doesn't work. So I had to design my own scripts to manage objects in the world, and it REALLY reduced lagg. But the fact of the matter is there are still a lot of things in the scene, and even though the player stops rendering a lot of objects after a certain distance, it's still in a circle. Meaning that the player is still technically rendering trees behind and to the sides of the player, even though the player can't actually see them.

I was getting around 40 frames in my own game, but after implementing Occlusion Culling I get a full 60! Occlusion culling fixes exactly what I just complained about, it makes so the game will only render what the camera sees. This along with my own optimization engine is making the game really good at making the game run well!

I've also added sound for when you pick up an item. I'm happy to say that a majority of sounds in the game so far have been all 'home-made'.

I also fixed a bug where the player could no longer interact with their inventory. This was due to the new notifications UI at the top of your screen overriding the collisions of the actual inventory.

I'm working on a big weather update that I hope to release tomorrow!

I've also added a hotbar visual at the bottom of the screen. It doesn't do anything right now, but it's there.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Sunday, May 21, 2017

Colony_18 "Lighting, sound, and popups"

Once again I've made more lighting improvements to the day/night cycle, and I have more improvements planned for the future. This particular improvement changes the fog depending on the time of day.

Made so you can drop items from your inventory, although this needs quite a bit of work as right now it gets rid of the item from your inventory, but it doesn't actually drop it on the ground, it just fades into nothingness.

Fixed bugs related to the shore sound effects, and reduced the volume of the bush sound effect because you could hear static.

I've also added a popup at the top of the screen, currently, it only tells you when you've picked items up, but it can be used for more useful notifications in the future like a players diary, notes, or map.

Sorry that these are such crappy screenshots for this one, I'm trying my hardest to keep these posts interesting without revealing anything about the gameplay or the graphics of the game, because the last thing I want to do is ruin them for you guys!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, May 20, 2017

Colony_17 "Birds"

The 17th update! And it's a big one, but mostly in programming again. Birds now move tree-to-tree over a period of time rather than teleporting, and some improvements have been made to the optimization engine:

As the optimization engine currently stands, it renders objects up to 120m away, then it only renders a flat image of that object for up to 175m away, then it doesn't render the object at all.

This is individually set for different objects, those are the settings for things like trees, but smaller items like rocks and such stop rendering a lot sooner.

I've also made the terrain a bit more bumpy so it wasn't so flat (that picture was taken before I did that) and I gave the birds a new placeholder model:

It may not be the best looking in the world but for testing it's perfect. Easily spotted, and you can at least somewhat tell what it is.

There's also quite a bit of programming going on here, changes to scripts that will control other animals to the future and new inventory features! The code managing inventory and crafting is over 700 lines now! But some of those new features aren't fully done yet so I won't post about them until the next update.

So far we have inventory, crafting, picking up items, birds with 3D sound and actual movement that land on trees, a day/night cycle, and many objects and a few recipes in the game, along with an optimization engine to help those on lower-end PC's. Sounds like things are going pretty good to me!

Sorry for the images being a bit darker, I haven't been messing with things before testing and by default when you start a new game by day/night cycle starts the time at pretty early in the morning.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!  :)

Friday, May 19, 2017


We haven't seen any real screenshots in awhile, let us get one of the game as it currently stands!

It's not much but it's a sneak peak! I've also got a sick animation of a log getting pushed into the sand:

A good portion of this update was fixing things like lighting for the day/night cycle, I also added a new item & recipe (rope) and I've made more improvements to the optimization engine. But other than that most of its debugging and new programming. A few new sounds have been added like opening and closing your inventory.

Oh and I've added birds! All they do right now is move tree to tree, but there's a lot of programming in that. They also make occasional bird noises, so when you hear birds or other animals in the game, just know that it's not random game ambiance, every sound has a source. Except for maybe wind.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Wednesday, May 17, 2017

Colony_15 "Generating, Optimizing, Sun-ify-ing?"

It's complete! The full generating system for spawning objects across the terrain! I've also worked a lot on the custom optimization scripts I've implemented, and I've also got a cool sound thing going:

Each of those blue spots gives off an 'ocean shore' sound so when you're near the beach it sounds like the waves are brushing up against the island. BTW this is also the new test island because I had to get rid of the old one in order to make my generating script to finish working. I wasn't going to show you a GIF of the optimization because I didn't want the starter island to be ruined for the sake of gameplay, but since I'm not using it anymore:

The center of that circle being the player as trees generate around him. That may not look big but that island is quite literally 500x500m. That's half a kilometer in length and width! Of course it wasn't even close to being done, but that doesn't matter now that it's no longer in use.

So here we are, the player can use an inventory, pick up items, craft a few things, and the world generates trees, bushes, and other objects. What more could I use? Oh yeah, a sun cycle!

I've programmed in a day/night cycle. As of right now the days and nights last 24 minutes for a total of a 48 minute day. I've developed a system where I can change the rate of time and the sun will adjust accordingly. I will be making a post tomorrow on how the cycle system fully works.

With all this implemented the only barrier in my way now is developing the player some arms, and making so the player can equip tools then after that programming will become a lot easier in terms of implementing more gameplay features!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Monday, May 15, 2017

Colony_14 "Shrink & Optimize"

I've been attempting with the help of the Unity forums to develop a script that grabbed the textures of the terrain and placed objects accordingly, and for some reason this is not supported by islands larger than 1km (doesn't make any sense, but meh). The original island was 1x2km, but I've decided that the main island will now be (roughly) 1x1km due to this new error.

Also I've been very worried about the new graphics change because it introduces a lot more vertices and higher resolution textures than before, but I've come up with a solution! Rather than relying solely on Unity's optimization engine I've developed a few things on my own such as:

Not rendering objects after a certain distance
Disabling physics for an object after X amount of time
Disabling colliders after a certain distance

That way if an object is far away from a player it won't fill your computer trying to calculate physics, colliders, or what the object looks like.

Sorry there are no screenshots, but this is mostly an optimization update.

(and technically the smaller map size will be easier on your PC, so meh)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, May 13, 2017

Colony_13 "Graphics Overhaul Update!"

Also big update! I'm changing the name of the game from "One Man Colony" to "The Colony". It's a good thing I made the project name Colony, so I can still keep that as the project name!

The island is under heavy maintenance, as of right now the only thing that exists is trees and even those have a 100% chance of changing in the near future, but without further delay I give you the graphics overhaul update!

A big improvement, huh? The problem with this current update, is that the trees needed to be re-scaled multiple times and after having re-scaled the trees, there are too many of them! If you're on the forest floor there are so many leaves that they quite literally block out the sun.

I also want to do some more work on the ground of the terrain, a bit more work on the lighting, and probably making the trees a bit taller. So there's a big to-do list!

I'm also working on a script for generating bushes, sticks, and rocks so there'll be things to pick up on the forest floor!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, May 12, 2017

Colony_12 "Overhaul"

As you were notified in the last post, I'm reworking all islands and graphics and its having amazing success! I've decided that I am incapable of producing anything but low quality environment assets.

I've finally accepted my limitations in terms of 3D development, that when it comes to creating models of living creatures or enviroment that I'm just no good at it. There are a few things here and there that I can do, easy things like boulders, logs, sticks, but things like trees, bushes, grass, etc. are outside of my field. So I've decided to get some from the Unity Asset store to use for developing my game, and I found the perfect ones!

Now I'm designing a super fancy main menu. and I've got most of the scene setup:

Consider that a preview of the new graphics!

Tomorrow I'll have a real environment update for you guys, so get ready!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, May 6, 2017

Colony_11 "Reworking visuals"

Sorry for the really late post, it's nearing the end of the school year and things get a bit chaotic during this time period

I've deleted all the previous islands and I'm starting fresh. They were great for testing, and they taught me a few things about what I should for terrain, but now it's time that I make something more permanent.

It's not much now, but it's the perfect foundation for a brand new large island! I also plan on re-designing the trees, adding new ones, and adding more foliage.

The crafting system is fully functional and if you don't have enough room in your inventory, it drops the item. The inventory system is fully functional, now all there is left is to make resources you can gather, make more crafting recipes, and make so you can equip items.

A big focus right now is going to be on terrain though, since visuals are what a game is usually most judged by.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Saturday, April 22, 2017

Working on some stuff

I've been working on some 3D models to help pay for my Game Development (and to help supply me with an income). So I created 3 firearms so far to sell on the Unity Asset Store.

None of them have been approved yet, so none of them can be seen on the asset store yet or be bought. Just trying to help explain why I haven't been active on the blog recently!

Sunday, April 16, 2017

Colony_ 10 "Bigger Map & Basic Implementations"

I've expanded the map border by 4x. This means I'll be adding more islands to the world along with one really big one, so there'll be plenty to explore! I'm also working on a very rudimentary environment system that will be able to manage the world's weather, but it's all numbers right now. I've also implemented another rudimentary system for animal population, but it's also all numbers right now. This means that all I've got for this entire post is numbers and no screenshots. Sad. But it's great progress (It's just not visual progress)!

Colony_9 "Concept Art & Items"

I haven't gotten around to making the final 3D models yet, and I've got a lot of ideas for some things the player can build. So far I've made three concept art drawings for some things the player can build, not necessarily guaranteed that this is what they'll look like, and I'm not sure on the second and third one, but we'll find out!

Added Items:
Plant Fiber

Added Recipes:

Fixed glitch where looking at multiple items would cause item display to pop up multiple times and then remain there permanently
Fixed many many bugs related to crafting

Sorry that it's not the biggest update in the world, but it's mostly programming problems that were solved in this one.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Friday, April 14, 2017

Colony_8 "Crafting Complete"

Its been awhile since my last post, but I've got a lot more going! The crafting system is finally complete with the ability to place items from your inventory in slots, select what you want to craft based on what items you have in those slots, and actually, have the game craft the item you select.

See how hard it is for me to make this into a long post? That's 300+ lines of code I just explained in a couple of sentences. (Which is why showing visual updates like adding new mountains and such is more exciting for you all). But sadly all I've got is this kick-ass list of new things:

Added Features:

Added Resources:

Added Item Categories:
Crafting Material

Added Items:
Small Rock
Large Log
Small Log
Large Handle
Sharpened Rock

Added Recipes:
Sharpened Rock

Fixed bug where wouldn't update craft options if you used exactly how many you have in your inventory for crafting

Every item also has an ID (which I couldn't believe how useful that actually is to have).

So as you can  see LOTS of programming progress (and gameplay progress) but it's still the sort of progress that you can't really take a picture of without giving away the gameplay - which I wouldn't want to do! So, we are pictureless.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, April 9, 2017

Colony_7 "Foundation for Crafting"

This is an extremely big update.

Programmed inventory arrangement based on what tabs you have open (Crafting and Inventory).
Added crafting slots.

Now these both may not sound like much, but the first one is literally an entire system for the UI for the inventory to work on.

And the second one is hours of talking to myself, hair pulling out, problem-solving, and feeling like the edge of insanity is close at hand, oh and is worth about 200 lines of code.

So though it may not seem like much, this lays down the foundation for the entire crafting system. Players can now put their items from their inventory into the crafting slots. It also calculates the total amount of that item you have in your inventory so you can't exceed that limit, along with some other major calculations to help make sure everything works the way it should. Now that all of that is done, I just need something to calculate what you have in those crafting slots and display other stuff based off of it (Options of things you can craft).

So, though it's all in text and there are no screenshots, I can assure you this is just as big of an update as the last one where I did major inventory groundwork.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Saturday, April 8, 2017


Today has been lots of hard work on the inventory system. But I decided to take a couple of screenshots just to stop things from being boring!

I made the Inventory script way more efficient and removed nearly 190 lines of code that wasn't needed anymore because of how efficient I had made it!

Made "Max Slots" so now the inventory has a certain amount of slots that can be used at a time and this limit will be able to be increased in the future with things like Backpacks or other objects for carrying materials

Made all inventory slots update on the UI & in the code, and then I fixed a LOT of inventory related bugs (Picking up multiple items, using more slots than you actually have, and more).

That's definitely a LOT of work, but since that's all programming there's nothing interest for you to see in that regard, so here's a picture of some of the new tree models being used in a new in-beta system I'm creating to generate wildlife, trees, and resources:

And finally, I still recommend that you all join our Discord! Talk about game development, mess around, or mix the two up:

That's a programmers version of a meme.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Friday, April 7, 2017

Blakes Development on Discord!

If you ever want to speak to me, or play some games with a few of my friends then you can join our discord! Now this Discord may be dedicated to Game Development, but it's also a hangout for Gaming so don't be surprised if some other characters end up joining you in the chat!

You can go ahead and join the discord here:

Hope to see you there!


This update is very visual, I've been working for awhile to make these models and textures. As you all know I'm all about making sure my game can run on low-end PC's while still fitting the graphic style. This is very hard to do with the sort of game that I'm creating so I had to re-create the trees multiple times over and add some other terrain props.

I removed the original tree (Because what kind of tropical island would have those?) and added two new trees. I call them "Tropical Tree" and "Jungle Tree". I've also added some new environment props that will be interactable in the future.

They look a lot better in-game of course.

Now I've also designed some other new models that I don't want to reveal yet as well as worked on the inventory system. It will now (for the first 3 slots so far) display what item you have in that slot as well as show the count of items that you have. You can also now toggle the inventory screen by pressing I.

I'm working right now on reducing the lines of code in the inventory system and making so all inventory slots can update the UI without having to repeat the same lines of code over and over again (Making things easier on me, and on the system).

*And yes work is going WAY faster now that I'm just making a SP game instead of MP.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Saturday, April 1, 2017


Lots of visual updates, (been gone all week) but I've got a few screenshots for you. First is of the main island, and second is a "Sneak peak" at the new in-development islands

I've also got some concept art for the inventory:

It's not the most beautiful thing in the world, but I'm hoping to make something of it. I've got some ideas :)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, March 27, 2017


Today was an amazingly productive day with new features being added in-and-out! I added a "Display" when you look at items such as logs that will tell you their name, description, and type (such as "Building Material". Oh, and I added a new inventory system, but a better way to tell you what I've added is in list form:

Added features:
  • New Inventory w/ 6 slots for items
  • Added Crafting Material: Long Log
  • Added new islands surrounding the main island
  • Added "Max Stack' feature making so items can only be stacked to a certain number before being transferred to the next available inventory slot


  • Increased cloud height by 100 meters

Concepts (to be added soon):

  • Hand slot - for items that can only be stored in your players "Hands"

Now that's a lot for one day. Although I shouldn't say one because I actually made the islands surrounding the main island yesterday and only today did the detail like trees and grass

I plan on this game being released before or during this coming summer. Also, I changed the blog "Codename" of this game from OMC to Colony because it looks better.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, March 26, 2017


One Man Colony is the name of the game! It's to be a beautiful indie survival game taking place on a set of islands in the ocean. Today's update is grass. Literally that is all that I have done in terms of the actual game since yesterday is add grass. But the rest of that time has been spent making the new Reveal Trailer. It was a hard-coded animation so it took a bit, but it's finished!

The grass:

The trailer:

Thanks for reading, hope to see you in the next one!

Saturday, March 25, 2017

Steam Survival Release

Just as a quick update - I am in bad need of funds for the game so I'd figure I would create a quick game to go on Steam. Now if a game like "Road Madness" can get 150 reviews (Not just 150 sales, but 150 reviews) then I figure that if I spend a couple of weeks I could put together a decent $5 survival game. (Link to Road Madness).

So I've decided I'm going to make a low-poly survival game. Now it may be a bit excited to hear survival game but keep in mind I plan on getting this game released within a month. It'll have (very) basic base building mechanics with a twist! (A pretty generic one at that). But anyway, here's a screenshot from the game:

So I've got a beautiful cloud system (It's the exact same cloud system from the shooter, why redo what is already perfect?).

So that's just to keep you guys up to date, I plan to update this one regularly because I'll need to be at constant work to get it released in time.

Saturday, March 18, 2017

Shooter_56 "Networking - Part 2"

In this latest update, I've managed to fix a lot of glitches associated with networking on the main menu, and I'm very pleased to announce this because it's problems fixed that are more in-depth than the usual networking code that I do.

Fixed Bugs:

  • Fixed bug where players list only updated when first joining lobby (So you couldn't see when more players join - You'd of had to of reconnected to update the list)
  • Fixed bug where players who left still showed up as in the lobby

Known Bugs:

  • All errors (including these as simple as the server is full) cause the player to disconnect from the network
  • Playing on a lower resolution causes the player list to stretch outside of the menu area

To Do:

  • Make so host can start the game - forcing all players in the lobby to join the correct map and game mode 
  • Add chat support to lobby's

Sorry for this one being a bit short, but I haven't been posting as much as I'd like so I figure I'd keep you guys a bit more updated

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, March 17, 2017

Shooter_55 "Creating servers"

Due to lots of the documents available on the subject, the way I was programming custom server properties didn't work out very well. But after many-a-hour of research, I finally have solved it and it's beautiful!

You can now:
A) Press "Create Server" on the servers list screen
B) Define the max players the server can have with a slider
C) Pick the map and game mode
D) Press "Create Server".

It all sounds fairly simple (and in terms of actual features it is). But the programming behind it was exhausting, but it's finally done! The only problem is now it puts you into a lobby that shows a list of players connected to the server and that's it. I've now got to make sure that it is able to load up the map for all players, along with the game mode (and make so players who weren't there when the game started: load it all up smoothly).

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, March 12, 2017

Shooter_54 "UI2"

This update is pretty basic and once again contains no screenshots (for the sake of not wanting to spoil anything). Because this update is so plain it feels right to use the steam update style where I list off the new features.

+Error Code #2 (Non-Fatal) - Unknown Map Selection
+Error Code #3 (Non-Fatal) - Unknown Max Players
+Error Code #4 (Non-Fatal) - Unknown Gamemode
+Error Code #5 (Non-Fatal) - Server Name is too short
+Connecting test (Wait 10 seconds then make a popup if fail to connect to the network).

*Error Code #1 (Non-Fatal) - Could not connect to the Master Servers

Known Bugs:
*Player spawns in with no camera (Scene cannot render).
*Player network delay increases over time
*Players cannot see other players body's
*Only the latest player updates the players list (Old players can't see new players join, but when a new player joins they see all the players that connected previously).

Errors cause you to disconnect from the network & return to the main menu

So all of the new error codes added are for creating a server. Now in short errors are supposed to occur when things like A bullet fails to spawn in, the player can't connect to the network or some other glitch along those lines. But because I don't have any independent error manager (One that would be made specifically for game creating, or one made specifically for servers or something like that) I have to use the global error manager that just manages all errors in the game.

The problem with doing this is that the Error Manager technically has no clue where you are in the menu. It cannot "detect" what menu you're on (If you're creating a server, if you're browsing servers, or if you're just on the options menu). And because of this, it by default doesn't know where to return you. So its only solution when you press "Continue" on the error is to disconnect you from the network and place you back on the main menu. This means that simple things like having too short of a server name will disconnect you from the network entirely and put you back on the main menu.

Now it's not ideal, and when I get independent error managers it will be better, but for now that's what's going on.

In the errors - when I say Fatal or Non-Fatal it just means whether or not it's an error that requires your game to close or not.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Thursday, March 9, 2017

Shooter_53 "Menu / UI"

This update purely focuses on the main menu, and interface of the game. It's fairly simple, just lots of black boxes and text.

But since I don't plan on ruining the surprise of seeing the game for yourselves, I won't be providing any screenshots! Sorry!

I was able to get in:

  • Re-designed "Main" Main menu
  • Modified Options Menu
  • Added servers browser menu
  • Added "Create a server" menu
  • Added Lobby menu

And I've also done some work with the network code like displaying players. The "Create a server" menu isn't functional yet, but it should be relatively soon. You will be able to select how many players the server can support and the map / gamemode the game will be played on. I haven't decided on any other features yet (Suggest some?).

Also, seeing as how the cloud service I'll be using to host Official servers for the game is located in multiple countries, it means that now the game has "Dynamic servers" (Not an official name) but basically it means that depending on where you're located will depend on what server you connect to. Now that's cool and all, but technically official servers will only be hosted in the US Region so it would be for unofficial servers only!

That's all for this one, sorry it's not much to read but it's a lot in progress! So far the main menu is 240 lines of code. But that's raw, once I start commenting things, making notes, making so the create a server menu works, and make sure that all other functions are working properly (Along with a few other main menu options I plan to add), I estimate that the main menu alone will come close (if not more) than 400 lines of code in the end.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, March 3, 2017


I've been waiting until I had a lot to cover (like a super big update) then I thought to myself - why? This is supposed to be a development blog! So here I am with another update on the game.

Mostly working on the map I've decided that it will be a night map (Mostly to showcase the new bullet system because everyone in the game will use tracer bullets).

I've also re-worked the terrain nearly 5 times over (MANY hours of this) to try and make things look better not from a gods view (Editor view) but for the players on the ground. This means creating flat areas, rounding things off, and creating more pathways for the player to explore

I've also worked quite a bit on the destructible system, along with the animations system.

It may not look like much but that's because it's just simply falling over. Imagine an explosive detonated at the supports and it collapses with a player on top - Not so boring anymore!

I've also gotten around to doing a lot more work on the actual Network / Gameplay coding of the game and it's looking much better than it did on the old version!

I've also re-done lighting a bit (as you can see) to give the game a more cartoony feeling to it.

That's all for today, I wish I could show you all some of the gameplay or the new main menu design but I don't want to spoil too much because I expect you all for the beta release!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Wednesday, February 22, 2017

Shooter_51 "Reintroduction"

It's been a while since we've talked about the shooter but it's finally coming forward to give you a taste! (Renamed from Future Men to Shooter because in the process of coming up with a better name). Now since I began the re-programming of the game I have faced MANY difficulties but due to my previous experience (having already programmed a good portion of the game before), I was able to get past a lot of the challenges.

Let's start off with the basics, I re-did the entire first-person animation set to try and bring in a better sense of immersion. Then I created a new main menu for the game and redesigned the entire UI system to be sleek, and (well really not gross looking like it was before). I added "Error popups" so when things in the game go wrong the player will be able to see the error and hopefully report it into me where I can then see how to fix the problem. I've also added "Error codes" every error is assigned an error code for easier organization on my end.

I've also (for the first time) added a nice Options menu for adjusting your game. Before you selected from a list like: "Ultra, Medium, Low". But now you can adjust individual settings so you can decide what parts of the game you want to turn up or turn down depending on your own PC.

Now the new animation system is not quite in the game, but a lot is!

I re-designed the cloud system, originally clouds were big low-poly blocky-ish things in the sky that moved around, but now they're flat images!

Let's finally get to some screenshots:

First of all, this was the main menu I designed when the game first was up and running:

But I've finally decided that the graphic style of the game is more cheery and cartoony (originally I was doing an Unturned / Arma blend), and so this was the result:

As you can see, a lot more colorful and cheery.

Now on the subject of grass (as you can see in that picture) I absolutely LOVE the way it looks, but since we are working on a game meant for low-end PC's we are going to have to cut down on it a bunch, so in the final product there won't be nearly as much grass.

The new map I'm working on doesn't even have any yet! But it's still beautiful.

This was the map (before) I decided on the new graphic style:

And now it looks like:

Now the clouds are more of a personal choice and I've gotten a few people saying they like the old ones better. So I've decided that I will (most likely) put a "Cartoony clouds" option in the main menu (That will default to being on).

That's all the work I have done so far (well most of it) in terms of programming the actual gameplay I haven't made too much progress (Although I have made some).

Now here's another important detail before I end this. Originally the plan was a "Cloud hosts your server" system where the cloud would host your game for you (no port forwarding or dedicated servers). But because the cloud can be quite expensive to run all those, I don't think I'll be able to do that. So the (most likely) plan is to require you guys to do port fowarding (Sorry!)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)