Fall of Civilization - Video - The World Map #1
Hey all, this is the video 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. The updates are marked as #1 due to the feature still being in development and I will post about it again later to show progress and any additions I may have added (like roads).
The first video shows an overview of the procedural generation as a whole. Randomizing tile percentages between the types (Grass, Forest, Mountain, Water) as well as Building generation and variation (cities, towns and villages).
https://youtu.be/W2rx_yJEJy0
The second video is more on the development side of things with me explaining the settings behind the world generation as they currently are, although more is planned in the near future including roads which i'm currently trying to sort out. Terrain Percentages determines how much % of the grid is comprised of each terrain types. Building Generation determines how many of each building is built and the distance or greater between each of them.
https://youtu.be/FGUoQRRUNcE
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. The updates are marked as #1 due to the feature still being in development and I will post about it again later to show progress and any additions I may have added (like roads).
The first video shows an overview of the procedural generation as a whole. Randomizing tile percentages between the types (Grass, Forest, Mountain, Water) as well as Building generation and variation (cities, towns and villages).
https://youtu.be/W2rx_yJEJy0
The second video is more on the development side of things with me explaining the settings behind the world generation as they currently are, although more is planned in the near future including roads which i'm currently trying to sort out. Terrain Percentages determines how much % of the grid is comprised of each terrain types. Building Generation determines how many of each building is built and the distance or greater between each of them.
https://youtu.be/FGUoQRRUNcE
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.