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20/02/2019
I've finished a huge chunk of work getting Adventure Mode working, and it looks pretty good. Just need gameplay now. I also spent a few hours upgrading MinGW GCC from 7.2.0 to 8.2.0. Unfortunately when I benchmarked it, 8.2.0 was actually 1% slower. I am not in a hurry to adopt it, but it's there if I need it. 8.2.0 makes some experimental stuff standard, and also I believe we're now moving into a standard system for threading. It's a good thing I didn't implement too much threading yet, because that would be a pain to update.
I removed several crash bugs and the program is running very stable for me. I was actually able to re-enable compiler optimisations which were crashing it earlier.
I learned that I was not including a DLL which was required for most users. Now anyone should be able to run the program.
Right now I am confident with progress, and I feel like it is a good time to start implementing gameplay features. I want to implement collision, basic interaction, and make the worlds more interesting to explore.
WorldSim currently has 9,204 LOC. And the WildCat library has 16,835 LOC of original code.
15/02/2019
Okay I'm back for realsies this time. And it's the day after Valentines. COINCIDENCE???? Yes
27/08/2018
Okay I'm back. Feeling lazy tho lol. Hopefully will be able to get back into things. Working on local map stuff.
01/08/2018
Currently on holiday so work might be a bit slow for a while.
15/07/2018
Human tribes are now splitting up and exploring the map. It's working pretty well. You can generate a map with a single Human tribe and it will expand and split into smaller tribes until the landmass is full. I am running into some kind of slowdown for maps bigger than 257, even after limiting population. I suspect territory handling needs to be improved. Also tribes are randomly going down to population 0. I added code to garbage collect them, and their territory will just suddenly pop out of existence. I'm guessing it has something to do with old code for food handling.
I improved the Tribal wandering AI, and didn't even need to put in pathfinding. They just will sometimes move 1 tile away from their territory, and then go back. This creates realistic-enough behaviour. I just need to put in interbreeding, conflict, and fix the food issues, and then the basics of the Tribe code should be done.
Now I'm working on Tribe combat. Combat may be initiated if 2 tribes are adjacent. This is the first instance of Tribe-Tribe interaction, and the first instance where I realise handling time acceleration is not going to be simple. For now I have decided that each tribe uses all of its ticks before any other tribe can move. Obviously this will cause different output if you simulate a month at a time, versus simulating a day at a time. This means history will not be repeatable from the base seed (unless you use the same time-skips every time), and also will likely have gameplay implications.
Regardless, I have decided to keep it like this, and a combat check is performed after each move. The tribe that calls the combat move gets the initiative, meaning they decide whether to attack, and what kind of attack to perform. To start off, it will be a bunch of dice rolls. I might include some basic stat stuff too.