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Vapourware Codexian Game Development Thread

Joined
Dec 24, 2018
Messages
1,932
I fucked up. The calculations I used were getting acceptable population densities, but the model itself fundamentally won't work. I realized this when it came time to begin assembling recipes for farms - if I apply the current penalties / bonuses from tile climate/terrain/soil factors, then farms aren't going to produce enough to feed themselves. I need to re-approach the situation and probably find a way of calculating "number of farms in a tile" first and then other productivity modifiers later. I think the current system I have can mostly be retained to get some kind of "life rating" score which I might retain / reuse for nomadic & hunter-gatherer pops, but farm generation needs to be redone.
 

Eisen

Learned
Joined
Apr 21, 2020
Messages
761
I am creating a 3D low poly game in Godot, however, i remember creating games in Unity being much better, last time i used was 2018.
How is Unity nowadays? Is performance still terrible?
 

GoblinGrotto

Novice
Joined
Jan 11, 2021
Messages
21
Generation subsystem for the grand strategy game I'm working on. I've described parts of it earlier in the thread so won't go into a huge amount of detail, but the general idea is that as things evolve, such as preferred ratios of this operation or that operation, or the placement of cultures, or whatever, I don't want to have to go and manually edit populations, as it would be an enormous workload. So instead there are user-defined parameters such as which cultures should appear where, and then a generation process that creates operations, and the populations to staff them. This allows the contents of the tiles to be replaced quickly when parameters change - although it does reduce precise control somewhat. I may add a manual override system of some kind later - but that's the sort of thing that would be more applicable to a historical game, and while the engine is being designed for Earth-like worlds populated by humans, and should be well suited to a historical campaign eventually, the stock campaign is in a fictional world and I will not be making a historical campaign until after the game is in a release state, if at all.

Sounds cool, also like a lot of work. Is it fantasy based or more rooted in reality?

I am creating a 3D low poly game in Godot, however, i remember creating games in Unity being much better, last time i used was 2018.
How is Unity nowadays? Is performance still terrible?

I'd say it's fine if you know how to work around the quirks of it. Like avoid using Monobehaviour Update calls and avoid as much of unitys stuff as possible



In other news. I've made blood. Then I optimized the blood. Now I have a shit ton of blood, it's probably too much but I kind of like it.

 

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