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?