First look at 0.6

As I’m away from tomorrow until the next weekend, this week’s update is a little shorter, and a little bit early for once. First off, thank you all for the awesome response to 0.5 – copies have been flying off the virtual shelves and I’ve got a lot of really supportive feedback, and some important bits of constructive criticism too. Since I don’t know the meaning of “resting on your laurels”, I have already started work on 0.6 and made big strides in generating many of the game’s settlements. I decided to start off with farms, and have created a system for generating farms of various sizes, with various crops and various interior dimensions. Farms are obviously far from finished – I still need to get buildings generating, as well as making the trees in the orchards (currently just generic trees) – but it’s a solid start. I’m leaving the generating of buildings part until I have all the different types of settlement ready for building generation so that I can code it all in one fell-swoop; I expect taking account of all the required factors will end up being quite complex, so I’d like to do it all within a couple of coding days back-to-back.

TerrainTest

I’ve also begun to implement some of the basic parts of town generation. It starts off by creating a network of roads appropriate to the type of road going through the town (if any – special cases for isolated towns have not yet been handled) and then spreading buildings along them. There will be a variety of rare and crucial buildings in towns – more on this in some later entry – and then a large amount of general housing and the like. For now, just for the sake of testing the system, the buildings are generating… as lava… but I’m sure you get the idea in the bottom image for how towns will end up looking. The town code as it stands now only took a little over a day and I’m amazed at how interesting these layouts are already looking. Once I start to add buildings to towns I’ll put up another update on that. I’ve started to work on generating architectural styles as well, and varying the materials that civilizations like to construct buildings from, but the next step for towns is basically the creation of a massive building database.

Towns

From this point onwards (once I’ve done the few additions to farms I need to do) I’ll be working on the non-building parts of other settlements. I’ve got some very interesting ideas for how hunter-gatherer settlements will generate, but I think I may work on graveyards next, or possibly nomadic fortresses. We’ll see. Either way, I have a train so catch to that’s everything for this week. Let me know what you think of these very early stages, and see you all in eight days.

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7 thoughts on “First look at 0.6

  1. This really does look spectacular. I’ve been fiddling around with 0.5 for a few days now and I have to say that – even in its current state – it’s a more immersive game than nine out of ten games with fully rendered graphics that I’ve played of late. And I’m saying that about a *roguelike.*

    Fantastic job.

      • That is great to hear! Immersion (and subsequent exploration) is such a huge goal of the game. I think settlement exteriors in 0.6 (and interiors in 0.7) will definitely contribute a lot more to that too.

    • Thanks! Not a bad weekend, mostly chopping down trees and then dealing with the remains (and saving snails and various other creatures from this arboreal destruction). Good times were had by all!

    • Excellent! This week is only going to be a small update as I need to focus on finishing off an academic book chapter I’ve been writing, but I have a lot of interesting plans for graveyards and slums in the next week or two.

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