@mogmek Not much but honest work :D
Got procedural humanoids and walk, idle and run animations. Even these are procedural, so can change for each character basically.
So i have a HUGE planet of 804 km² procedurally generated you can visit seamlessly, with 10+ random biomes and interesting landscapes, plus now i have terraforming.
What's missing? A prototype of intelligent and evolving civilizations terraforming the planet by themselves and interacting between them.
I'm scratching the surface.
#indiegame #gamedev
@mogmek fair point!
Will test something "in between" like a background simulation of the water flow to define where to build the water mesh, waterfalls, etc.
Could be a middle point.
Mhhh. will see!
@mogmek was not joking honestly.
Since everything can be terraformed, i was thinking about creating lakes or enlarging rivers and such. There are few ways i can do it.
@Raymondbuilt they score more on evolution goals, so ensure adaptability, survival, reaching resources faster or finding new POI where to move or start new camps->villages->towns
@TheRealIndie ofc, everything happens in realtime and is saved, is a single instance, so if a civ built a village changing a river or flatted out a mountain, you'll notice when you go back there ^^
@Raymondbuilt is not a problem at all that one, talking about performance ^_^
Harder, having a civ taking a decision about terraforminh, why, and how.
I think should be goal driven, somehow
@eiennoKirakira The planet is deterministic and generated from a seed, so I only need to save the voxels modified by the player and a cache of generated chunks. The cache can be deleted at any time without losing anything.
I intend the civilization to be really aware of the environment.
If you create a crater they might consider to build a village inside if they see benefits, or if you create a canyon they might study to build bridges. Your actions might bring evolution and for sure impact civilizations..
Imagine you destroy their village.