stardance has been extended another month! the new deadline is october 31 :)

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4h 41m logged

Hallo, audio and the settings menu are in like I said last time, plus a mountain of bugs I only found by actually sitting down and playing it

TLDR; The game has sound now, a real title screen, settings with quality presets, and I fixed a ton of stuff that only showed up during long play sessions

Audio: The world was dead silent so I added a bunch of CC0 sounds. Every block has its own break, place and footstep sound based on what it’s made of now instead of almost everything falling back to one generic clip. Jumping, landing (heavier sound if you fall from high up), getting in and out of water, all of that. Funniest part is the audio test was passing the whole time while the game made zero sound, it only checked that sounds were “playing”, not that anything came out of the speakers, so now it actually listens to the output. Also added ambience for every biome, birds, cicadas, frogs, desert wind, waves, gulls and cave drips. Some I generated myself from noise and some are real recordings.

Menus: Proper settings menu with tabs and Low/Medium/High/Ultra presets. The presets actually change how much work the shaders do instead of just flipping effects on and off. Render scale got a sharpening pass so running it below 1 doesn’t look like mush anymore, and a few settings were quietly resetting every time you launched which is fixed. Made a real title screen too, you can type a seed or load a saved world and it shows the actual world behind the menu, it even previews the terrain as you type a seed. First version of it had buttons that did literally nothing when you clicked them lol. Also added a screenshot key, crash dumps and an app icon.

Bugs (so many): The first block you broke after launching froze the game for like 10 seconds and every edit after that for another second or two. Sometimes the area you spawned in just never loaded and you had to fly to the nearest chunk. Flying fast made it look like the whole world was reloading. Ultra was loading a smaller world behind the loading screen and then doubling it the second you spawned, so the start was super laggy. Hard black blotches all over the terrain in the day turned out to be cloud shadows aliasing, and the checkered pattern on grassy slopes was ambient occlusion getting applied twice. Water had black spots at certain angles from the reflections freaking out, and weird streaks across lakes that turned out to be the ambient occlusion using the lake bed under the water instead of the surface. Caves were getting lit by the time of day which makes no sense, light fading off in visible rings is gone, and the leaf texture had no transparency so every tree was a solid blob this entire time. Did a lighting pass to make it look more like a shader pack, overdid it and everything was way too bright, so I dialed it back. Also killed contact shadows completely, they caused more problems than they fixed.

Next up is making the world more interesting, new biomes, animals and better weather

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