Please note that this is not a finished game. Expect bugs, glitches, and surprises. Check back often for more updates (look at the version number in the project title to see if anything changed). This is a small demo of my progress so far at reworking my other tile-based project "Mystery Game 1" which you can find here: https://scratch.mit.edu/projects/487046201/. This demo is designed to be run at 60 FPS. Controls: • W, A, S, D to move the camera. • Click any tile to replace it with the tile you are "holding" (indicated in the bottom left of the screen). • Scroll or use the number keys to switch in between hotbar slots. • Press "E" to open and close the inventory. • Click on an item in the inventory to grab it. Click another item or blank space in the inventory to swap it with whatever you currently have grabbed. The currently-grabbed item will appear next to your mouse. Although it does not have many features yet, this demos several new systems that were not present in the last demo such as: • Chunking: instead of reading each tile from a long list of block indexes, this project builds chunks into a smaller list with faster lookup times. The new indexed chunks can also have their blocks replaced easily from anywhere in the project without using any spaghetti-code. • Inventory management: Draggable items in the inventory can be manipulated exactly as you'd expect. Press "E" to open the inventory. • HUD: Dynamic hotbar with the ability to scroll through items and replace them in the inventory. Health, hunger, and experience points are displayed above the hotbar dynamically. For demonstration purposes, hunger decreases on a timer and health with begin to decrease if hunger runs out. To replenish hunger, hold a baked potato. To replenish health, hold an apple. Most recent update: • Updated debug screen with new display to include the current number of chunks and tiles onscreen. • Optimized tile culler. • Optimized tile renderer to ignore air tiles and not waste a draw call. • Organized/refactored scripts. • Increased tile width from 32 pixels to 45 pixels to reflect what the actual survival game mode would look like and to verify it can still be done while maintaining pixel-perfect tiles.