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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

gaussgunner

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I guess what I really mean is one direction but mirrored, so left and right, but being able to move NE NW SE SW. I hope this makes it clear. Like a platformer sprite on a tactical jrpg 4 dir background.
Left/right platformer sprite on an iso grid, got it.

My platformer sprites are drawn SW/SE instead of full left/right; it looks better. I'm planning a topdown tRPG with the same characters. I'll need 2 more sprites, walking toward and away, so it's more work than iso... but everything else about iso is a pain in the ass.

If you're dead set on iso, you could start with crappy "placeholder art" SW/SE sprites for development.. they'll look weird when walking NW/NE on a tactical map, but you can make better SW/SE and NW/NE sprites later. No sense burning time/money on art until gameplay is finished.
 

ragnor

Educated
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Dec 11, 2012
Messages
43
A gif to show the scale of our game world

WorldMapScale.gif


Also we talked a bit about the influences we used to design our game and its world here: http://www.indiedb.com/games/dark-trails/news/dark-trails-dev-blog-3-world-of-dark-trails
 
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jcd

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barker_s

Cipher
Patron
Joined
Mar 1, 2007
Messages
806
Location
Poland
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut

Ludovic

Valravn Games
Developer
Joined
Mar 7, 2016
Messages
71
Location
The Cold North
Here's what I am working on
Cool stuff man. I actually stumbled upon your game on Bay12 forums while searching for some indie 4x's, looks very promising. Have you started coding the AI? Got any tips/insights?

Thanks. Yeah, I have a couple of basic AIs running, one for wizards, one for warlords and one for nomad tribes. The behavior of ancient evils is randomized at the moment (which is perhaps fitting for the weirder ones) and neutral cities don't do much other than recruit more troops if someone is waging a war of conquest near them, and conduct very basic diplomacy with major powers. Nomad tribes are pretty simple and just pick juicy targets for raiding, raid them, return with loot, replenish casualties a bit, rinse and repeat. The wizard/warlord AIs are the most complex.

I don't use decision trees, neural nets or such for the AIs. It's purely custom algorithms where it analyzes (known) world state and available assets (armies, gold, etc.), and allocates accordingly. It can plan a bit ahead, consolidating and strengthening armies in preparation for conquest, and it will reserve assets for some goals (ie building or claiming something in the future). I think that's the fastest way to get some interesting AI up and running.

Further work on the AI will focus on 1) improving the planning,2) improving the recognition of threats/opportunities, 3) adding personality to AI. I think the latter is the most important actually. I don't want to focus on making the AIs ruthless min/max'ers and backstabbers - since making an AI which can compete with a determined and power gaming human is close to impossible. So they need to be "not-dumb" and have memorable personalities.

Thanks for the assets links. I think they're really great work, and did consider them for a very long time, but I don't think they'd mesh well with the other assets I am commissioning, and they're not quite the final style I am envisioning for the map.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
iaWahpV.png

Working on my Civilization killer, working title "A Lot Of Towns". Now I have a terrain gen and an embryo of UI.

Idea behind the game is that there is no cities, buildings, improvements, units etc. There is only a lot of towns. Each turn you can found a new town, or upgrade existing one that has accumulated enough food and production for that.
There is an upgrade tree - you start with an outpost, which can be upgraded to agricultural, industrial, military etc settlement, then you can specialise it further. You can bunch several towns next to each other, and they will give each other bonuses depending on their specialisation, making a makeshift city. Trade is used for moving resources between towns. Now I'm thinking about how game decides which towns sends what were.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
Pv1AXvQ.png

Did some tinkering with terraingen. Accelerated it by an order of magnitude (by removing a bug) and added some windy-ness.
Also, implemented Dijkstra pathfinding, which is illustrated with number above.

Also, I have figured that "civilisation without cities", where there is a lot of smaller mutually-dependent entities instead of few mostly autonomous ones, is actually closer to Anno, Tropico or Settlers. And like in them, biggest challenge both for developer and for player is going to be logistics.

I have some ideas of how to implement it, most of them revolve around using a big variety of trade hubs, that differ by type of goods they work with, storage caps, how far they can pull or push goods, how high is their priority. So, for example, if you want your Nuclear Station to be stocked with Uranium absolutely at all time, you can plop a respective warehouse next to it that will grab Uranium from all sources from any point of your empire before anyone else can have a chance.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
I can rough up those hexes way more.

liZBpNj.png


About rivers - yea, I'm going to take them into account. Something like, bonus move when going along the river (more downstream). Penalty when crossing unless to or from a settlement (implying that in that case, there is a bridge).

Moving through oceans or lakes is trickier. I'll probably make water movement cheap, but allow crossing into/from it only through the harbours.
 

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