@Roal_Yr Oh, I see, thanks! This looks really really good, but I'm afraid that in strategy/world simulation game it may clutter the screen and distort the grid view
I've been working recently on splitting world into different geographical regions and prototyping UI controls, pretty happy with a progress so far!
#screenshotsunday#gamedev#indiedev#python
First pass attempt at a proof of concept for our Kingdom Simulator game. Not fully there yet but it's a step in the right direction!
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@Caliari_J@AssetStore Are you planning to do some assets for experimental transport types like monorail, hyperloop, solar-powered planes, ships etc. in your asset pack?
☁️ Welp, there are now weather systems sweeping across the crystal frontier. Come rain, snow, or high winds, there's crystal to be gathered and battles to be won!
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Temporary loading screen is finally in place - I can now monitor where world generator needs some improvements and optimalization, might also add a loading bar soon
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The tile editor now comes with a lil slope/incline brush so you can attempt to walk up stuff now in our lil Kingdom Simulator game. Make those mountains smooooooooooooooth.
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@Roal_Yr Oh, okay, so you're doing this another way then. I don't really see how could this be improved other than simply reducing variety of those biomes :/
(I'm impressed by level of complication in your generator though)
The map looks sooo much better with different biomes added! Although I'd be nice to add some more variety I just love it, and what do you think?
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@Roal_Yr Hmm, how about making all those things - elevation, temperature, precipation or vegetation independent in such way that they are not defined but only influenced by biome types? So different variables will be used for every of those things?