1.17 on the way

I’ve just submitted 1.17. The submission page now says the certification process should take up to 5 working days and within 24 hours of this being done, the app should appear in the marketplaces.

Here’s the detailed changelist for 1.17:

  • Added 3rd person camera
  • Added orbit camera
  • Improved player animations to look good in 3rd person view mode
  • All tools and weapons use 3d models instead of flat bitmaps
  • Added creature shadows
  • Fixed gravel harvesting generating both gravel block and stones
  • Fixed tools damage of indestructible blocks which was preventing stacking
  • Creature physics optimizations
  • Fixed one important terrain optimization which wasn’t working, causing longer terrain regeneration times
  • Fixed lightprobes of models
  • Unpacking of worlds downloaded from Dropbox doesn’t stall progress bar
  • Fixed a bug with threadpool thread culture not being set to invariant for saving
  • Fixed lighting of models (ship going black periodically).
  • Fixed creature spawn in static environments (preexisting creatures were not spawning)
  • Optimized model drawing
  • Made random generator platform independent
  • Optimized drawing of inventory slots
  • Fixed slow walk speed when looking down
  • Switched to using 16bit depth buffer
  • Fixed paint being edible
  • Made signs text not use zoffset rasterizer state

A lot of optimizations and bugfixes. The game should run even smoother than 1.16. Now back to the Big Thing.

By the way have you seen this? http://survivalcraft.lefora.com/2012/10/03/atlantide-master-quests-adventure-world/#post1

Quite amazing and very nice art to go with it.

I think the adventures will really take off when I add electric circuits, because then they will contain mechanisms and logic allowing for mini games. I’ve done a lot of planning on that already, and I’m quite satisfied with what I want to do, but it’s a lot of work unfortunately. Maybe after the big thing?



  1. max
    Posted October 5, 2012 at 21:39 | Permalink | Reply

    But what’s the big thing!?!

  2. brian t
    Posted October 5, 2012 at 21:40 | Permalink | Reply

    Can’t Wait to try, glad you fixed that paint problem would hate one of my children picking this game up and downing a bucket of (gray) paint.

  3. brian t
    Posted October 5, 2012 at 21:49 | Permalink | Reply

    I know you must have a huge amount of info about where you plan this game to go, and i’m sure you must have loads of post its arround your pc etc. but how do set out what you are going to do and in what order, or do you constantly brainstorm new idea’s and chuck some things in a mental bin?

  4. brian t
    Posted October 5, 2012 at 22:10 | Permalink | Reply

    So many people people keep asking for a clue on (The Big Thing). Here’s and idea why don’t you post a clue in some older threads on here maybe a reply to a much older question, those adventureres on here may love a little game trying to find some cryptic note by you. And in the process may learn a little more about the history of the game.

  5. jriot10
    Posted October 5, 2012 at 22:23 | Permalink | Reply

    Well i least i know that the big thing isn’t eletric circuits :( but….. PLEASE MAKE THEM NEXT!!!!! IM BEGGING YOU!!!!!!!

  6. Posted October 5, 2012 at 22:57 | Permalink | Reply

    Yes Definently Do circuts after the big thing. Im Sure Alot of People Would Love it!

  7. brian t
    Posted October 5, 2012 at 23:18 | Permalink | Reply

    Maybe you need the big thing before you can have electric circuits that would make sense

  8. brian t
    Posted October 5, 2012 at 23:20 | Permalink | Reply

    weather i’m right or not we will all have to wait i guess.

  9. krstphr257
    Posted October 6, 2012 at 04:50 | Permalink | Reply

    I always thought this game needed a nice soothing, calming soundtrack to build with.

  10. cooperdan
    Posted October 7, 2012 at 12:23 | Permalink | Reply

    As this 1.17 is just full of bug fixes, would you consider a 1.16 or 1.17 beta?? Or would the marketplace not allow you to do this

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