Fall of Civilization - Screenshot - The World Map #1
Hey all, this is the Screenshot 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.
While I would normally tease only one screenshot, there's simply too much to show in just one so I will show a few and the feature will update through the week in the other coming updates as usual.
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 screenshot on a debug map shows the first implementation of world generation, currently splitting up the terrain into 4 types. (Grass, Forest, Mountain, Water) with maybe more on the way.

This screenshot on a debug map shows adding terrain props to the correct terrain type of the tile. Props used for the terrain may not be the finished assets and are subject to change. But this opens things up for me to be able to visually change how tiles look for variety and for sub-tiles such as: Poison Grass, Dead Trees, Frozen Mountains and Toxic Water. (for example)
At this stage I have a working version of random generation for the four types or I can set the regions by the percentage of the map I want them to control. e.g. (60% grass, 20% forest, 10% mountain, 10% water)

Above is an example of scaling and in-game examples of the terrain generation.
I am currently working on:
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.
While I would normally tease only one screenshot, there's simply too much to show in just one so I will show a few and the feature will update through the week in the other coming updates as usual.
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 screenshot on a debug map shows the first implementation of world generation, currently splitting up the terrain into 4 types. (Grass, Forest, Mountain, Water) with maybe more on the way.

This screenshot on a debug map shows adding terrain props to the correct terrain type of the tile. Props used for the terrain may not be the finished assets and are subject to change. But this opens things up for me to be able to visually change how tiles look for variety and for sub-tiles such as: Poison Grass, Dead Trees, Frozen Mountains and Toxic Water. (for example)
At this stage I have a working version of random generation for the four types or I can set the regions by the percentage of the map I want them to control. e.g. (60% grass, 20% forest, 10% mountain, 10% water)

Above is an example of scaling and in-game examples of the terrain generation.
I am currently working on:
- Including Buildings to World Generation (Cities, Towns) etc
- Radiation
- Terrain Costs - Is it harder for Units to walk through heavy woods or up mountains?
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.