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Fall of Civilization News

Fall of Civilization - Screenshot - Fog Of War #1

Hey all, sorry the update is a little late and less this week but I always want to push out something where possible. Unfortunately earlier today my latest development build was corrupted and until Monday I have no way to attempt to fix it, so for now im reverting back to an older build and will be starting work on a new feature to hopefully bridge the gap in work.

But what I wanted to show for now was Fog Of War!
Something I wanted to do in the first builds of the game but ruled it out as time consuming and performance heavy, happy to say I have looked into it again and going to try and make it work.

Only the players units will show up in the fog and after moving through a space it will leave some visibility in the places you have traveled. Enemies will not be visible in the fog unless your close to them. I have an idea of making watchtower structures to increase your visibility, that makes sense right?

Keep an eye out on my channels tomorrow as I will be posting something for ScreenshotSaturday.


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.

Fall of Civilization - Screenshot - Unit Inventory #1

Hey all, sorry the update is a little late and less this week but I always want to push out something where possible. The reason for it being a busy week is because I have been in some talks to get some additional funding for Fall of Civilization which im happy to confirm has begun.
I am doing some part time work for Koryu Studios on Shotgun Samurai, an upcoming retro FPS set in the cyberpunk genre. This means my time on Fall of Civilization may be less in the coming weeks but I will still put out updates where I can and I just want you to know, even if it doesn't look like I am doing much, I'm doing it for the game.

So, this is the first iteration screenshot for the new Inventory system and UI.
Placing in the corner of the screen instead of appearing in your face as before.
I am also adding a new drag and drop system for the items that I hope I will be able to show you soon.

Keep an eye out on my channels tomorrow as I will be posting something for ScreenshotSaturday.


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.

Fall of Civilization - Feature Discussion - Creating your Faction

Hey all, so this weekend I am opening the floor to another feature discussion, Creating your Faction at the start of the game. I will pitch the idea I currently have and would love to hear any input or opinions YOU have.

The old system for the player creating their faction at the start of the game was mainly made up with dropdowns and button choices, which was fine for testing and prototypes but I feel like it needs be made into something more interactive and visually pleasing before the full release.

What would you do if you only had a day, a week, a month to prepare for the end of the world?
This is something I considered when coming up with this new idea and thought it was quite open-ended as many players will choose and think differently, leaning to their playstyle.
Some people would hoard as much resources as possible, some would stock up weapons and others may try and gather as many people under their roof as they can.

I have two ideas in mind at the moment, each similar in code design but with a different gameplay feel.


The first idea takes some inspiration from The Last Stand 2. You are in your home at the start of the apocalypse. You only have a set amount of time (Day, Week, Month) to prepare as best you can. Searching and interacting with nearby houses or selecting other options like reinforcing your home. Each option you do takes time and you can't choose them all, so what do you choose?

The second idea is more visual. Not dissimilar in mechanics from the previous idea. You have a home base and only a certain amount of time to act before the start of the game, with the goal being search as many nearby buildings for resources and take them back to your base. If you manage to recruit people along the way, you can use them to search for resources too.


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.

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.

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.