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Vapourware Codexian Game Development Thread

Joined
Dec 24, 2018
Messages
1,949
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
763
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.

 
Joined
Dec 24, 2018
Messages
1,949
Switched to a kind of scaled area system where each tile has different scaling factors for operations whose representative area per scale unit is expected to be variable (so, agriculture, subsistence, and forestry, mainly) and then used that for generation control (it can also be reused during gameplay to calculate used vs available space), effectively allowing me to have variable-sized operations without them really being variable. Seemed to work. I want to detail it a bit more though so that agricultural cultures will still generate some hunter-gatherers, representing general woodsmen and the like, partly to cover areas that are outright inhospitable to agriculture but also just for expected flavour (and to leave some space available for agricultural expansion, gradually taking space away from hunter-gatherer stencils as the region develops).
I also started painting soils instead of everything being Regosols. Probably not going to go super detailed especially since climates still need a lot of work / fine-tuning, and they affect terrain, which affects soils, but decent for a test bed to make sure soils' impact on agriculture is working properly.

Edit: expanded generation, now certain ecological adaptive models can get a bleed-through from others as described above. Enables agricultural societies to get a bit of settled pastoralism, settled pastoralism to get a sample of the agricultural set (so agriculture and settled pastoralism both share the same main set of operations, they're just weighted heavily towards certain sets), cyclic pastoralism to get a small amount of subsistence agriculture only (not the other ag forms), and all forms get a bit of foraging. This seems to work fairly well, and also helps for areas where the selected culture wouldn't otherwise work - you can see below how the northern coast is mostly pastoralists - but the societies there are actually all set to generate as agricultural. However, because the land there is very cold and the soil not very good, very little agriculture gets generated, whereas pastoralists & foragers are a bit more able to live in such conditions.

Screenshot 2025-01-19 at 06.08.06.jpg

Profession mapmode added to illustrate how this yields some overlap in generated profession types in tiles. (Rivers here are a placeholder image that's been added as a cartographic layer to make placement of gleysols and fluvisols easier in the soil editor. I do plan to add proper rivers at some point with real geometry - I'm just not entirely certain how I want to implement them as in-game objects and how they ought to interact with tiles, so it's on hold and will maybe get added after generation if I finish generation significantly before Q2 2025).

Sounds cool, also like a lot of work. Is it fantasy based or more rooted in reality?
Earthlike world. Currently with no fantasy elements, though I may or may not add some. They would be religious / magic elements, if at all - not things like orcs and elves. I have actually speculated including one or two near-human hominid species in some of the far peripheral parts of the world (possibly the island near the northern pole since it's extremely inhospitable for humans and might make sense as a "last refuge" of a hominid species that couldn't compete with Homo Sapiens), but I'd consider that to be speculative fiction rather than fantasy. In any case that'll be a decision to make later. I've had some difficulty deciding in whether to go hardcore real-physics-only as far as lore is concerned, but I do lean in that direction because I want it to eventually extend to a modern or near-future time period.
 
Last edited:

shihonage

Second Variety Games
Patron
Developer
Joined
Jan 10, 2008
Messages
7,200
Location
United States Of Azebarjan
Bubbles In Memoria
Is it possible to make a Fallout-style game as early access? When I think about it, it seems not.

Growing the world and features while maintaining backward compatibility for a variety of older savegame types...
 
Joined
Dec 24, 2018
Messages
1,949
Is it possible to make a Fallout-style game as early access? When I think about it, it seems not.
Early Access for primarily content-driven games (such as RPGs) is generally a bad idea, because the player will get their first experience when the game is in a sub-par form (vs the release form) and/or when content is being delivered piecemeal. It will decrease the quality of their first experience, and later experiences might be when the game is in a better state, but the content has already been spoiled for them by them playing it earlier. Early Access works for more systems-driven games that are played over and over anyways (or when expansion on the systems leads to a drastically new experience for the players) and where the story is not a focal point. While you can replay an RPG, and most people, I think, generally do, the most intense and enjoyable experience of it is usually the first playthrough. Later playthroughs, you already know the main story beats and characters, even if you make different choices. It just isn't the same as the first time.

That being said I'm assuming this is for SHELTER, which you've already worked on for a very long time - if what's getting at you is that you're in a situation where you need to either start getting sales or abandon the game, well, go EA rather than abandoning it. Even if EA is typically a bad move for content-driven games, if your alternative is cancellation, then that automatically makes EA the better choice. (But don't fall down the trap of trying to support a gazillion older versions of save games during Early Access - for minor changes, sure, but be ready to tell players "you should probably start a new save" frequently. It'll be too much work just maintaining support for old versions otherwise. Just support one or two patches back and if players aren't regularly loading to the new patch and saving in the new format, then they can start a fresh game. It's Early Access, nobody can expect not to have to restart many times.)
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,262
Location
Adelaide
Is it possible to make a Fallout-style game as early access? When I think about it, it seems not.

Growing the world and features while maintaining backward compatibility for a variety of older savegame types...
Do a fallout tactics, separate your narrative and your combat. Have a battle mode, use that version of the game to subsidize the narrative version. (Tactics' Multiplayer was basically this)
This also provides the ability to experiment with one without effecting the other. I'm of the belief that ideally narrative games should be hidden until they're finished.
But there's no harm in letting the player indulge in some of the mechanics, go with your traditional modes, CTF, Deathmatch, Teams, etc. What ever you can to provide that re-occuring value to the player up until your narrative title is ready to go. Plus you're building a community plus you're play testing the mechanics.

One of the biggest problems I see with new developers is that hesitancy to getting the game into the hands of players, but in order to have a success you need to first have someone actually play your games and build a reputation. You don't get that by just stealth dropping your game and expecting people to buy it.
 

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