![Waste Your Love Demo](https://img.itch.zone/aW1nLzE2OTYzMTk5LnBuZw==/original/aowCoO.png)
Waste Your Love Demo
A downloadable game for Windows
Waste Your love is going to be a game about throwing everything you care about down a garbage disposal. But right now, it's a small demo and a buggy mess. Come along friends, and watch me slowly bless this mess. Made in Godot!
It has a chunk based map system, that determines each voxel via a WFC algorithm.
Basic controls are WASD for move, E for Inventory, Tab for tools, Number Keys for hotbar, and Scroll for zoom.
The game will not boot if you have an old graphics card that does not support Vulkan.
Also, the game supports controllers!!! Most of the time I swear!
Version 0.3 Progress update!
- New feature: Flowers! Four colors of Tulips added, which can be planted as bulbs and grow over time. Harvest them too early and you’ll destroy the plant, harvest them when mature and you’ll get a decorative flower item. Let them live and they’ll breed to make more flowers. Plants only grow when watered. In build 0.3 the speed of time in the game is set to move really fast so you can see this more quickly. This is a first pass for this feature, and will be continued to be built upon.
- Tulips are the first decor item that uses the module system to swap out their meshes. Neat!
- Save/Load fixes: Decor items now correctly load and unload during save actions. Tulips also load their states such as age.
- UI improvements: Tool menu animating properly (I got it this time). Tool icons updated. Pause Menu updated
--Interior Mode!!!
- House data is now split properly into walls, as well as the roof and floor. Press the ‘Roof’ button to toggle the roof on and off for a more isometric view. Previously the data was being split into shapes that looked correct but were not actually accurate and had overlapping information. This took forever!
- Due to the above feature, rotating the house now smoothly animates the walls in and out.
- Work started on intro animation: the front of the house is detected as the wall containing the most doors, and the front wall data is processed for animation. However the camera animation doesn’t exist yet so it’s wonky :x
- Because the roof and floor data is now properly created, the camera height is set correctly at start so you no longer end up stuck at stupid viewing angles.
- Decorations can be hovered over with the mouse, and will highlight.
- Clicking and dragging on decor moves them! Clicking once on decor rotates them. Right click on items to remove them / return them to your inventory.
- Interior UI is still under construction. However, the buttons work! Click the buttons to spawn any decor that is in your inventory.
- Issues: The house processor still cannot detect if a house exists or not. The house processor is also not multithreaded yet, so it will lag when you first start it. Bite me.
Large under the hood correction on how chunk updating is handled: This change allows large amounts of voxels to be edited “in bulk” at once by correctly batching updates together. If you were having issues with the game slowing in performance over long play times, this should also correct that. I’ve used this to fill in the big empty areas on the map with dirt, and in the future the player will be able to place more than one voxel at once.
I am aiming to do updates every two months, and have the major game loop built up by the end of the year. See you then!
Updated | 9 days ago |
Status | In development |
Platforms | Windows |
Author | CakeCadaver |
Genre | Simulation |
Tags | 3D, Casual, Creative, Gay, Godot, Indie, Prototype, Relaxing, Singleplayer |
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