Fall of Civilization - GIF - The World Map #1
Hey all, this is the GIF update showcasing The World Map #1, featuring World Generation.
The World Map won the polls collectively on Facebook and Twitter so I will be focusing on Unit Inventories next week unless I get some requests for something else before then.
This feature has been made with procedural generation and replayability in mind, so down the line the World Map can be unique to your playthrough and random.
This GIF showcases the current amount of variety in terrain aswell as percentages of terrain and types of buildings too. (Villages, Towns and Cities)

The Terrain currently has 4 types (Grass, Forest, Mountain and Water).
During generation I choose how much % of the map is made of each type, easily changed in the settings for some randomization.
I then decide how many villages in the map I want and how many tiles apart from each other, I do the same thing for Towns and Cities, this is also quite easy for me to change on the go.
The current result is what you see before you, I will be adding two videos on Friday. One will showcase the feature start to finish (as it currently stands) and the other will show more of the back-end system and the settings involved.
I am currently still working on the roads and determining movement costs for different terrain types.



So what is the World Map?
The World Map is a new feature I will be introducing in the latest version of the game.
This is where: Faction bases are located and interacted with, Units interact with missions and pickups, etc. The map is comprised of different terrain types to offer the player a range of choice and challenge in how they move around and interact with the world.
So with this new system, most of gameplay takes place on the World except when your units are engaged in combat on a series of different locational maps.
As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.
The World Map won the polls collectively on Facebook and Twitter so I will be focusing on Unit Inventories next week unless I get some requests for something else before then.
This feature has been made with procedural generation and replayability in mind, so down the line the World Map can be unique to your playthrough and random.
This GIF showcases the current amount of variety in terrain aswell as percentages of terrain and types of buildings too. (Villages, Towns and Cities)

The Terrain currently has 4 types (Grass, Forest, Mountain and Water).
During generation I choose how much % of the map is made of each type, easily changed in the settings for some randomization.
I then decide how many villages in the map I want and how many tiles apart from each other, I do the same thing for Towns and Cities, this is also quite easy for me to change on the go.
The current result is what you see before you, I will be adding two videos on Friday. One will showcase the feature start to finish (as it currently stands) and the other will show more of the back-end system and the settings involved.
I am currently still working on the roads and determining movement costs for different terrain types.



So what is the World Map?
The World Map is a new feature I will be introducing in the latest version of the game.
This is where: Faction bases are located and interacted with, Units interact with missions and pickups, etc. The map is comprised of different terrain types to offer the player a range of choice and challenge in how they move around and interact with the world.
So with this new system, most of gameplay takes place on the World except when your units are engaged in combat on a series of different locational maps.
As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.