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Dev Diary #5

Now that the new resource system is in place it is time for me to start working on the next big update
The Industrial Revolution



This new era requires a lot of building models like this cool old school factory and this is a good opportunity to remake all the existing houses so the overall game art will be consistent for the final release. This is the big focus this month.



The previous models were really nice but I always wanted to make models exclusives to Deisim and to put the same amount of love and work to each culture despite my obviously biased european point of view. It was really difficult to find models for some specific needs and it forced me to abandon a lot of ideas.



Thanks to your support the game sold enough copies to allow me to invest back in the 3d models and to pay an artist to make new buildings for the game. The idea is to have something inspired by existing historical buildings and so more historically acurate than before as you can see in theses preview images.



I hope you will all appreciate theses new models and all the diversity they will bring to the game. I can't wait to let you see them in VR in the next update.

Industrial revolution will bring not only bring a new evolution for each culture but also a way for the player to add non renewable resources that will be used by the humans to produce advanced goods. This will be explained more in details in another dev diary. Don't hesitate to tell me any idea you could have regarding to that in the comments below.


TL:DR: preparing the industrial revolution update with a complete rework of the buildings 3d models

Update EA-1.23 - Animals!



What's new?

- New miracle : Animals allow you to add wild life to a tile.
○ Animal miracle is now available for minor deities.
○ The animal created depends of the type of terrain where the animal miracle is happening.
○ Animals are traveling in the zones they like to live.
○ Some animals are predators and will eat the other ones removing them permanently from the game.
○ Animals are like moving resources. They can be hunt and will regenerate over time.
- New resource system
○ The resource system has been completely remade to allow to increase the number of resources easily.
○ The player is now able to see the most needed resource above a city
○ New resources added : Meat and Fur (a lot more to come in the next update)
- New heresy system
○ Heresy is now spreading like a plague instead of randomly appearing across the map
- Improved Moon physics
- Reduced the spreading speed of wild fire.
- New options to change graphics quality.
- New humans tools models.


Bug fixes

- Buildings are now properly destroyed after a volcano eruption even if the player extinguish the fire.
- Ports are now properly removed by volcano eruptions and the void miracle

Optimizations

- All terrains are now instanced. It should improve CPU performance of large world especially if they have a lot of transitions between different biomes.
- Reduced the number of materials of many objects to 1 to reduce draw calls and improve CPU performance.

What's next?


The game is now ready to include more resources and build a proper production chain mechanic. The next update will be focused on the non renewable resources (oil, coal, metals, …) and the production of crafted goods like tools, weapons and jewelry. Some improvements to the animal AI will also be done depending of your feedback.

I hope you will enjoy this new update that required a lot of work. Please let me know what you think about it in the comments below or in the discord server of the game. And stay tuned for more updates :)

Myron

TL:DR - Animals, new resources system, new heresy system


1.23.1 - HOTFIX :

Fixed a bug generating a lot of heretics on some saved games.

1.23.2 - HOTFIX:

Reduce human food consumption and inrease workers dedicated to food gathering in each city.

1.23.2 - HOTFIX:

Fixed a bug preventing humans to gather a resource if another human was dead or interrupted by the player during his travel to the resource.

The size of the needed resource is now reflecting how big the need of that resource is.

Dev Diary #4 - New resource system



Hello everyone! Today i will give you a status of the next update and tell you a bit more about the new resource system.

I made some progress this week in many directions and I'm glad to say that I'm still on track to release a big update on the end of March. As you can see humans are hunting now! :)


The new resource system


In the current version of Deisim a city only need 3 main resources to evolve : Food (Including Fruits, Vegetables and Fish), Wood and Stone and most of the needs are fulfilled very easily.
Small stockpiles are displayed to show to the player the status of each resource. This system is way too simplistic and de demo that I made showed me that people don't get it and try to grab the stockpile to have fun with it.

In the final game the number of resource will be way more important and showing everything without a proper UI interface is very complicated. After many iteration I decided to make something very simple but very effective :



When the player is close to a city a bubble will appear above it with the most needed resource of the city. No other information is displayed about the stocks so to know what else they he will need to fulfill this need first. The resource displayed may be very obvious like for the food but sometimes they will need more complicated things.

For example : If they are praying to get some Tools the player will need to figure out how to help them to achieve that goal.
Tools are made of Iron so he will put an Iron vein that will produce Iron ore, some coal to allow them to melt the ore into ingots and then they will be abe to make Tools. Of course all the needs can be fulfilled by trading so if the player manage to provide Iron to another city this city may only need to be able to exchange it and to make Tools.

The more a city is evolving the more complex its need are. A primitive village will only need to have something to eat and some wood to build his house and make a fire while a big medieval city will require crafted goods like tools, weapons, clothes and will also want to have some meat to eat.

I think this new system will add more depth to the game and I hope you will like it.
Please let me know what you think about it in the comments below or in the discord server of the game.

Thank you all for your patience and your support.
Stay tuned for more info about the next big update. :)

Belgian Game Awards 2019!

Today is the day of the Belgian Game Awards 2019!
Deisim is nominated in the best VR/AR category and to celebrate that there is an exceptionnal discount of 55%!



The game is also showcased during the entire event so feel free to come and try it. I will be glad to meet some of you there. :)

Dev Diary #3



The game has not been updated for some time but don't be afraid there is a lot of things worked on behind the scene! I want the next update to be a big one with a lot of meat for people that already played Deisim for years and want a big bunch of new stuff to experiment.

The big news is that the next update will have animals. A new miracle will be available to you to create animal life on existing terrains. For that purpose I reworked the game to store more layers of information for each tile.



The Terrain layer contains the terrain info (Forest, Grass, Desert, ...)
The Building layer contains the information about Buildings in that tile (Town, Church, Pyramid, ...)
The Animal layer will contains the animals currently living in that tile (Deer, Wolf, Elephant, ...)
The Deep layer will contains information about non renewable resources that the humans will be able to extract from the ground (Coil, Oil, Gold, Iron, ...)

The resources system of towns has been completely reworked too to allow me to add a lot of new resources that will be gathered, traded and consumed by humans.

Animals will be renewable resources that move and react to their environment. Unlike trees and stone that never move animals will have their own (very simplified due to cpu limitations) Artificial Intelligence.

For example :

If the player build a big forest the deer will move from one Forest tile to the other providing resources to different villages depending of the time.

A Wolf will do the same but also eat the Deer removing the animals from the world.

A Shark will only move from water tile to water tiles and eat the fish or the humans that are on that tile.

The choice of the animal will not be given to the player directly but will depend on the terrain where the miracles is thrown and the miracle will cost a lot of mana. The forest will make a Deer and the Water will make a shark for example.

I think that this new system will add some interesting mechanics to the game and will create emergent behavior that will lead to interresting and fun situations.

Let me know what you think about that in the comments below. I hope you are as exited as me to see that in the game.