chumm, The Reader
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Recent PostsRising Honor on 5/6/2021 12:43:29 PM
Oh uh, well, things are coming along as expected: slowly. I've kinda been working on a custom engine to help speed things along, but there's still a lot of work.
Rising Honor on 3/12/2021 9:24:46 AM
Tbh, I did try adding rivers, but like you mentioned, it's pretty difficult, and was sucking up a lot of time, so I scrapped my current implementation. I definitely will be going back to that in the future though, so hopefully I don't make too many people mad.
Rising Honor on 3/12/2021 9:23:10 AM
Good point. For now, the political map was a little hastily done, hence the very straight borders between most of the countries. But I'm definitely going to be overhauling the way the political map is generated, in so that the borders make more sense, geographically. And that's a good point you made about nomads, I'll have to keep that in mind
Rising Honor on 3/11/2021 8:04:06 PM
I'm a little guilty. I have to admit, CK2 is a huge inspiration of mine. I'm definitely planning on "borrowing" a few more systems from that game...
But yeah, regarding the mountains things, I agree with you. Mountain ranges are something I totally overlooked.
It's probably going to be fixed in the next few minutes. Fixed!
Rising Honor on 3/11/2021 8:02:13 PM
Actually, I'm glad you mentioned trade routes, I'll have to put that on my list. I'm not sure how I missed that one, really, it opens up a whole sleuth of game mechanics
Rising Honor on 3/11/2021 6:02:46 PM
Dang, now that's something I can't unsee.
Well, a lot of these map modes won't be available to the player if the game goes into a playable state, but they are very useful when layered upon each other to make another map (height + precipitation + heat = terrain). Though I'm not entirely certain what specific maps I'll add, I do have a few ideas. For one, I'd love to implement culture maps, which I can use to tweak the political borders a bit and even allow things like fragmented empires, where a certain culture used to be a large empire, but now they're small and fractured. I think that'd be awesome. Also assuming the game gets to the point where each nation has its own dynamic economy, I'd definitely implent something like resource maps (iron, coal, food, etc.), which indicate which provinces are rich in a certain type of resource. The player can then strategically determine which places to conquer or even trade with...
Yeah, it's all very abstract, as of now, but we'll see. Any suggestions?
Rising Honor on 3/11/2021 5:33:25 PM
March 11, 2020 - P2
Lastly, I've implemented, what I think is the coolest part, and something that will lead to more gameplayish development, which is political map generation. I won't get into how it's calculated and stuff, and it's most certainly not perfect, but it generates what I think are boreders that are suitable for the game. Now, alone it might not seem significant, but trust me when I say this is BIG. Now I'll be able to generate culture maps, political borders, etc. which will make the world much more diverse.
That's pretty much all, but here are some pictures if you're interested. This particular world's seed is 995 and the rest of the setting default, if you want to look for yourselves.
Rising Honor on 3/11/2021 5:28:42 PM
March 11, 2021
So, I've been working for a few hours straight, and I must say, I need a break. So I'm gonna make this post, then I think I'll be done for today. Also, I don't plan on posting everyday, but since I've done a significant amount, I wanted to share, and hopefully you guys can give feedback and ideas.
The first part of today was spent tweaking the terrain generation in order to better accomodate for desert generation, as suggested. In doing so, deserts typically generate much larger than before, and I've also changed the terrain map colors a bit, just to make it more appealing. I've also tweaked the way the precipitation and heat map generate, which, I feel, allows for more interesting and realistic biome placement.
Secondly, I worked extensively on a bunch of background code stuff, just optimizing things and whatnot. What this led to, is now if you go test, you have options on what to generate. I have also implemented the ability to click and drag the map, so if you generate a map which goes outside of the bounds of the canvas, you can drag it to move it.
Rising Honor on 3/11/2021 5:19:35 PM
For now, yes, due to the way the heat map algorithm is written. So it's always hotter nearer the equators than the north and south poles. But I'll definitely change that to simulate more skewed planet rotations.
Rising Honor on 3/11/2021 9:36:35 AM
You know, I definitely agree with you, now that you mention it. It was something that subconsciously bothered me, but I never knew it. I'll have to do some fiddling with the desert generation, because I think desert people are cool.