For the first time we take part in the winter sale. So if you are interested in our game you can buy it now.

And I uploaded a new version. Here is the change log:
• Faster low end renderer for older computers (faster model rendering):

• Much faster renderer overall. Performance rarely drops below 30 fps.
• Complete new cave generator. They are now much more playable


• Cavern generator at the bottom of the world.
• Better resource distribution
• New plants (Leaf pad, sugar cane, hanging vine)
• Better Plant Generator in the 3D Editor
• New Plant LOD in the 3D Editor
• Plugin interface is complete (tested it with 2 little games)
• Lua and Java can be used as scripting languages
• Android GUI finished
• New font in the GUI
• Lava Generator
• Bug fixes
Other things we did that are not yet in the game:
• Speech synthesizer, Talk system
• Painted new grass (lots of different type)
• Created new trees



• „Painting“ on the ground: This means the engine can change the height of the landscape in a similar fashion how it is done in 3D landscape editors. This is used to make the boundary of a building fitting to the environment
• New tree system is finished but not active in the world generator. This version will be the last with the old trees system.
• Car lanes on street: As you might know if you followed the development, I added streets in the game which the engine can place. Now I added car lanes to the segments.

• Traffic lights, traffic lights logic
• Navigation network for cars and NPC
• Reflections (via Cube Mapping and Screen Based Reflection)
• Streets are now connected

• NPCs can have jobs: For example they can work in this warehouse

• Daily routine adapts to job and home. NPCs can have a home
• Erosion system for the world generator: I read a paper about artificial erosion, so I implemented it. Currently, I am thinking about how to integrate it in the world generator, because the speed is not fast enough.
• Cell based city simulation system (will be used in the city generator): This system can simulate ware transport in a city and so measure if the city is functional.
• Logic based reasoning system for the city generator
• Countries
• AI controlled ware transport system
• AI language nearly finished
• NPC simulation in the foreign landscape: This also took very long. I can now walk with an NPC out of the simulated landscape and it still works.
Future:
The cities work when someone places the buildings. So the next step is to finish the AI which does this. And of course I want to integrate the new plants.