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Fall of Civilization

 
Update 10 - Back to Store PageJun 5, 2021 - Community AnnouncementsHi everyone! 1.1 has been now pushed to the main branch. To everyone thats not been keeping track of my dev build updates, the game is changing from what it used to be and slowly but surely im trying to improve it. Please bare in mind as always im a solo dev with a full-time job but doing my best. If you have any feedback or issues please let me know, all input is welcome. Since the last update I have been doing some more general polish aswell as overall bug fixing. Trying to get it more and more shaped up to be pushed to the main branch. I am trying to get the game back on the store page now, so very soon! Changelist Added - Added more Debug options Added - Debug UI Changed - "Back to Menu" Tooltip Changed - Changed Radiated to Irradiated Changed - Diplomacy - Includes your own faction Changed - Spawn Units bar made simpler Changed - Changed Damage Text to be clearer Changed - Tweaked Flee ability Changed - Tweaked Mission difficulty Fixed - Spread out the Combat spawn locations Fixed - In the Loading Screen the Map Size is always Small Fixed - Health bar not lowering for Bases Fixed - Units rotation in Combat maps Fixed - Flee UI not appearing on Units Fixed - Return To Base ability appears when your near another base Fixed - Pressing 4 anywhere triggers the Return To Base ability Fixed - Diplomacy - You can Ally with a faction thats attacking you Fixed - Transition - Going back to the Main Menu while in Combat breaks new games Fixed - Attacking a faction after you've made peace with them doesnt make that faction aggressive Known bugs Some actions requiring multiple clicks - this is an ongoing issue being looked at - potential fix added If you find issues please let me know via the form :) The Next Build For 1.11 I will be taking players feedback and issues to fix any problems and make the game more enjoyable. For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 9 - Push to MainMay 22, 2021 - Community AnnouncementsHi everyone! 1.09 has been now pushed to the main branch, so say goodbye to the old version of Fall of Civilization! Sorry that there was no update last week, life got in the way and I decided to put it off for a week rather than rush an update. To everyone thats not been keeping track of my dev build updates, the game is changing from what it used to be and slowly but surely im trying to improve it. Please bare in mind as always im a solo dev with a full-time job but doing my best. If you have any feedback or issues please let me know, all input is welcome. Since the last update I have been doing some more general polish aswell as overall bug fixing. Trying to get it more and more shaped up to be pushed to the main branch. Changelist Added - Interaction - Bush - Players can hide in this tile and avoid detection Added - Win/Lose indicator returning from Combat Changed - Added an Attack ability so its easier to seperate Movement and Attacks Changed - For now im done implementing the Forest Map Changed - For now im done implementing the Grass/Dirt Map Changed - Start implementing the tooltips/tutorials Changed- Tweaked the Turn order to make it clearer Fixed - A crash when opening the Player UI and Diplomacy Fixed - A new unit from a resource didnt work correctly Fixed - Being able to interact with a tile multiple times Fixed - Enabled longer messages on notifications to prevent words being hidden Fixed - Initiative bar faction colors Fixed - The loading screen changing size and flickering Fixed - XP Bar Known bugs If you find issues please let me know via the form :) The Next Build For 1.10 in the next week - two weeks I will be continuing polish and reopening the game for sales. For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 8 - Bug fix weekMay 8, 2021 - Community AnnouncementsHi everyone! 1.08 has been now pushed to the beta (dev) branch. This week I was doing some more general polish aswell as overall bug fixing. Trying to get it more and more shaped up to be pushed to the main branch. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Changelist Fixed - One unit on an Interaction gives all units that interaction Fixed - Loading Screen out of combat had the wrong information Fixed - Combat - Loaded in with just one unit Fixed - Cant interact with a building more than once Fixed - Return to base Ability Fixed - Start - Random affects Map Type Change - AI Faction names Change - Combat Prediction Change - Unit height matters in combat Change - Radiation - Simple - Decreases unit health when standing on a radiation tile Change - Radiation - Hardcore - Decrease unit health and max health when standing on radiation tile Known bugs If any unit is on an interaction tile, all units get the ability The loading screen size can change randomly If you find issues please let me know via the form :) The Next Build For 1.09 and the coming weeks now Im going to be continue to look at the game in the big picture and what It needs to be finished. For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 7 - Custom Terrain and the start of RadiationMay 1, 2021 - Community AnnouncementsHi everyone! 1.07 has been now pushed to the beta (dev) branch. This week I was doing some general polish and fixes but also added the Custom Terrain option in new game and started implementing Radiation. Radiation appears as a green square on tiles you try to move to, these only affect units and not bases. If you end your turn on a radiation tile, that unit will lose some health. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Changelist Tweaked - Forest Combat Map Fixed - The Grid was visible on the Forest Map New Game - Custom Terrain Custom Terrain fixes in gameplay Radiation implementation #1 - Visual decal displayed on move Radiation implementation #2 - Decrease in health when staying on a radiated tile Known bugs If any unit is on an interaction tile, all units get the ability Sometimes units load into a combat map by themselves Ability extra test is empty or "Test" If you find issues please let me know via the form :) The Next Build For 1.08 and the coming weeks now Im going to be looking at the game in the big picture and what It needs to be finished. Very soon I am going to be pushing these builds to the main branch and reopening the game for sales. After that I will continue working on the game until its complete, polished and ready to ship out of Early Access to a Full Release! For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 6 - Gameplay and combat fixesApr 24, 2021 - Community AnnouncementsHi everyone! 1.06 has been now pushed to the beta (dev) branch. Incase you missed the discussion post I made, I will now be uploading dev builds every Saturday (afternoon/evening) London time instead of Friday. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Changelist Tweaked - Forest Combat Map Add - Added faction icons to the Combat loading screen Fixed - Disables camera scrolling when the Combat UI is active Fixed - Removes the Hover UI over units when Combat UI is active Tweaked - Ability UI Tweaked - Ability UI extra information Fixed - Fixed search ranges for Combat units Fixed - Fixed Game not ending if the player is destroyed with other factions alive Fixed - Fixed the game ending when a player unit died but the base is stil alive Fixed - Fixed Trading offer refusal UI Added - Upkeep Added - Marketplace levels affects Trading offers Tweaked - The Security room increases Defence aswell as Current Health Known bugs If you find issues please let me know via the form :) The Next Build For 1.07 and the coming week I will still be looking continuing to look into combat and the transition between World and Combat levels. I will also be making those levels look abit more fleshed out and polished! For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 5 - Gameplay and combat fixesApr 17, 2021 - Community AnnouncementsHi everyone! 1.05 has been now pushed to the beta (dev) branch. Sorry for the day delay, I had made a build yesterday but had no time to upload it to steam and make a new announcement. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Changelist Fixed - Using the Attack UI as a player ends your faction turn Tweaked - Interact Ability Fixed - Units in the Combat gamemode having broken animations Fixed - Units next to their base given the "Return To Base" ability each round Fixed - Player succeeding an Auto combat damages the other unit Fixed - Destroying an AI base removed them from the list even if they still had active units Fixed - Disabled the debug controls Fixed - Attempting to Flee combat broken progression Fixed - The game freezing around AI attacks Fixed - Damage text rotation was not appearing correctly Fixed - The attack notification appearing over the correct units head Known bugs If you find issues please let me know via the form :) The Next Build For 1.06 and the coming week I will still be looking into combat and the transition between World and Combat levels. For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 4 - Combat tweaks, end game progress and fixesApr 9, 2021 - Community AnnouncementsHi everyone! 1.04 has been now pushed to the beta (dev) branch. I have been abit busier this week than I previously intended to be. I am now a Gameplay Designer at Psycho Hound Limited! This wont however stop me from Fall of Civilization, I will still be aiming for weekly updates no matter how big or small. :) But I still did some work on this over the week and wanted to keep consistent so pushing a build but will be doing more over the weekend as usual. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Changelist Fixed the Raider characters material Fixed the UI appearing over units heads Stopped letting you open the UI when its not your turn (wait!) Fixed the End Unit Turn button being disabled incorrectly Fixed the Flee message appearing over the correct head Added Input (Space Bar) for Ending Turn - This first ends your untis turn and if they're all done it ends your go. Should this be changed to an immediate end your faction turn? Fix - Stops the End Turn function from being spammed Added some visuals for Dead Factions/Bases Some AI Tweaks Some Move/Attack ability tweaks Known bugs Sometimes crash doing Quickplay (fix pending) AI attacks may freeze progression If you find issues please let me know via the form :) The Next Build For 1.05 and the coming week I will still be looking into combat and the end game state so its polished and can be played from start to end. For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs! Update 3 - Ability tweaks and bug fixingApr 2, 2021 - Community AnnouncementsHi everyone! 1.03 has been now pushed to the beta (dev) branch. I had made several small builds and hotfixes across the week, so if you noticed small builds popping up thats why. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Changelist Added - Loading Screen - Map Size Added - Splash Screen Changed - AI damage based on Difficulty Changed - AI health based on DIfficulty Changed - Library and Store Assets Changed - Loading Screen - AI Factons display Changed - Loading time for Back to Menu Fixed - Back to Menu broken Fixed - Can hover and move to bases while UI events are active Fixed - Fixed "Close" and "OK" on Main Menu options Fixed - Edge Scroll turns back on when it should Fixed - Hover UI - Symbol Color Fixed - Loading Screen - Cut off Player Name text Fixed - Loading Screen - Incorrect Faction Symbols Fixed - Map Post Proccessing Volume Fixed - New Unit becoming active when spawned Fixed - Start Game - Refresh doesnt reset Use Raiders Fixed - Spawn Unit Crash Fixed - Spawn Ability displaying wrong invalid tiles Fixed - Tooltip - HUD Ammo Fixed - Tooltip - HUD Building Supplies Fixed - Unable to access unit UI once its open Fixed - Using Camp ability freezes progression Performance - Text Bindings improved Known bugs At the moment I dont have any, please let me know via Discord, here or the in-game form if you find any! The Next Build I havent got a solid plan down for 1.04 yet so until I sort one out it will be general bug fixing and game improvements. Quite likely I will focus on the combat. For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs!Update 2 - A performance heavy weekMar 26, 2021 - Community AnnouncementsHi everyone! 1.02 has been now pushed to the beta (dev) branch. I had made several small builds and hotfixes across the week, so if you noticed small builds popping up thats why. Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Performance While its not the only thing iv fixed or changed in 1.02 performance was something I was trying to prioritize because I know its been an issue before. If you still feel like its an issue please let me know! Changelist Post Process boundaries have been fixed Loading Screen - Ideal text has been fixed The missing / wrong text on the Interact abilities for Mission and Resources have been fixed Hopeful fix for the occasional crash when spawning new units Raiders attacking units beyond their range is fixed Spawn UI in the wrong place has been fixed Raider rotation is fixed Potential fix for the looping combat loading screen Raider Icon appearing for player units has been fixed Performance has been optimized across the entire game AI performing their movement after the attack has been fixed Potential fix for "Flee Failed" text appearing over the wrong person Can scroll with the camera while on UI events Known bugs Camp ability may stop game progression Once edge scrolling has been disabled it doesnt not become enabled using the Camp ability may freeze the player turn The Next Build Right now im still tweaking the ability system and how I want it to function, that will be my focus for the next build (1.03) and across the coming week For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs!Update 1 - A new development build is here!Mar 19, 2021 - Community AnnouncementsHi everyone! Its been a busy couple of years but none more so than 2020, here's hoping this year is better for everyone. Fall of Civilization is starting fresh and on the road to a final game. 1.01 has been now pushed to the beta (dev) branch. Developer branch There is a new branch where I will updating the builds more regularly while I'm adding or fixing things and taking in feedback. When we (myself and you, the community) are happy with the current build state It will be pushed to the main branch and the sales will reopen! If you want to wait until a good build is uploaded to the main branch that's completely fine, but if your interested in seeing what's changed and want to help out: To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta Whats new? The Start sequence has been changed into two parts (Assigning Factions & Getting Starting Resources) The game is split up into two different modes - World and Combat. Each tile in the World has a terrain type (Dirt, Forest, Marsh and Mountain) which determines where you start combat. Changing the visual style Going for a minimalistic UI experience Drag and Drop widgets (inventory systems/trade) Raiders and their camps More! Plan moving forward I will be uploading atleast one build a week on Friday evening (UK time) with the possible chance of smaller build update/s in the week. Known bugs performance issue on the bigger maps (Large, Huge) spawn UI placement low reproduction - crash- spawning new units using the Camp ability may freeze the player turn Missing correct text on Interact abilities Can scroll with the camera while on UI events The Next Build My plan for the next build will be taking feedback from this current build and fixing some issues and tweaking gameplay. Aswell as that I will be More work on Optimisation Fixing the Camp Ability freeze Disable camera scrolling during UI events Fixing missing text on Interact Abilities For more info on development and the current state of things feel free to check out https://trello.com/b/jbsZCeRn/fall-of-civilization-early-access-development-roadmap Join the discord or use the game options to report bugs!Fall of Civilization - May UpdateMay 30, 2020 - Community AnnouncementsHey everyone! So I wanted to give you a bigger update on my progress in May so far rather than several smaller updates and you will see why. As always this is a fluid process so I like to keep you updated with my current decisions but I love to hear what you think so it can be changed for the better. Tiles So I have been in debate for a while regarding the tiles, what types I should have and how they should look. Before I was leaning towards a land retaken by nature so everything was green and thick with foliage but I thought that may not be the most pleasing to look at from an isometric view, especially trying to find differences in the tile types. So for now I have decided a more barren scorched earth landscape (think Fallout or Borderlands). The current four tile types are (Ground, Forest, Hills/Mountains/ Marshes) {STEAM_CLAN_IMAGE}/26014832/5e5b34301dcc875801b4d71305a3b43cd7081954.png The Marshes in my opinion arent super identifiable from a distance so I may be changing the models on there in the near future. Each tile type has a different movement cost depending on the Unit. By default: Ground = 1 Forest = 2 Mountain = 3 Marshes = 2 {STEAM_CLAN_IMAGE}/26014832/7777c84727bdcc3577e47d0aeccdf66751d96b61.png As its dependent on the Unit, I will be throwing in some abilities and perks that allow those numbers to change. Maybe a certain perk will allow that Unit to travel through Forests at half the cost for example. Whats everyone's take on the environment so far? {STEAM_CLAN_IMAGE}/26014832/80e0cfd2f6c4bd080cb972a2a6859719ba94fc47.png Abilities There have been some changes and additions to the Abilities system aswell. Faction Bases have the ability to Spawn Units (whether thats new units or units that have retreated to heal). World Units will have the ability to Search settlements they come across (Villages, Towns or Cities). Ultimately I decided this worked better as an ability rather than an effect that happens when you move onto the tile because that would mean you would have to leave it and come back to search it again, which is no fun. {STEAM_CLAN_IMAGE}/26014832/a134c0fe7b7058814e7d1d3f5f90a419b8d2b2c3.png I am making some improvements and changes to the combat between the systems but I will be showing that off in a later update. UI {STEAM_CLAN_IMAGE}/26014832/824a908dbe93dc659812e85cdefe453bc184a081.png This is the current World UI. Im trying to keep it as minimal as possible to not take anything away from the screen. On that screenshot you can also see the new Spawn ability in action along with a ghost unit that lets you know where you can (blue) and cant (red) spawn. Something you may also notice is how the different the UI on the Bases look, thats something I am still debating back and forth about but I am keeping Banners on the Units themselves I just thought the Bases needed more info. Trello If you are interested in keeping track of my day to day progress Im frequently using a Trello page to log issues and track tasks aswell as co...Fall of Civilization - Faction BannersApr 17, 2020 - Community AnnouncementsOne of the new improvements Im making to the game is the interaction between the UI and the world. So instead of making decals on the floor under your units I decided to make a symbol that can be easily seen and identified over them instead. Hey all, apologies for not posting last week but i assure you I was busy getting some of the systems working for future updates! {STEAM_CLAN_IMAGE}/26014832/618a37467da7108f7b12d71bc2f8bdce2215367f.gif So all units, bases and structures will have a banner looming over them to identify their faction color and their faction symbol. I will possibly/probably be looking to change the symbols I have so far in the near future for something cleaner and more consistent. Aswell as this you may also noticed two other key details of the update, the survivor unit changes clothing color based on their faction and they are standing on some labelled terrain tiles. {STEAM_CLAN_IMAGE}/26014832/52062f9d03d885b799d70b8483384420ac1b5830.png These tiles are not finalized versions yet but a step in the right direction away from placeholders. They look quite bland now understandably but will look more lifelike once props are added such as (Trees, rocks, lakes, buildings and more) {STEAM_CLAN_IMAGE}/26014832/52f1a0d519e4a47a7f5a51f246367a707565845b.png 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.Fall of Civilization - Creating your Faction #1Apr 3, 2020 - Community AnnouncementsThis week I have been working on the start of the game and faction creation, since its been nearly a month since the first post about it as a feature discussion. It still has some work to go but I am posting the screenshots of the three stages of faction creation / starting the game and will update them more as time goes on. (Hopefully there will be a GIF or short video tomorrow) {STEAM_CLAN_IMAGE}/26014832/a8a7c508af58f8b3793cb5f656e7ba8cb005b47a.png So the first image shows what will be the main screen for playing with your settings and the basics of your faction. {STEAM_CLAN_IMAGE}/26014832/b25150fa7856fc44a2d0bcf8e2851f913da29c4d.png This is and will be something that determines what you start with. By spending actions in a point buy system. This is something as you can see still very much in progress. {STEAM_CLAN_IMAGE}/26014832/f3db4e4dbc4885cb4722df9025f0b9ef2e60a0cb.png An Ideal is a new concept to the game which doesn't constraint how you play or want to play but gives you an appropriate bonus to a certain playstyle of your choice. (To be determined) 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.Fall of Civilization - GIF - Unit Inventory #2Mar 29, 2020 - Community AnnouncementsJust another quick update for this weekend, some progress on the Inventories system! Now that the majority of the functionality is done, it will making things like interacting with units in the Base and the Trading system, easier to sort out! {STEAM_CLAN_IMAGE}/26014832/c2bb98e7d66de700cf7d817110994b9e6bf5a553.gif 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.Fall of Civilization - Screenshot - Trade #1Mar 28, 2020 - Community AnnouncementsWhile Covid-19 hangs heavy over alot of us right now, I hope everyone is well. This week I will be showing the changes to Trading so far. The last two weeks have been hectic, this past one having me move from my work home to another location where I'm now all set up riding out the quarantine. With that being said, Im healthy and hope to stay that way, so Im going to carry on working on this. Right now I have some of the functionality done but the artwork is not final, just for the prototyping. New (In Progress) {STEAM_CLAN_IMAGE}/26014832/2e29343e3e9976cd4cabe3c9d34caa929be7ae31.png Old {STEAM_CLAN_IMAGE}/26014832/884413c2ca2eb5563f3e9dd43f4c223a9ef825b7.png I wanted trading to have more options and impact on your gameplay, so instead of just trading items and resources, I will also be adding resources per turn and structures. Maybe you want to offer resources in small installments or give up a watchtower that you can't maintain? 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.Fall of Civilization - Screenshot - Fog Of War #1Mar 20, 2020 - Community AnnouncementsHey all, sorry the update is a little late and less this week but I always want to push out something where possible. Unfortunately earlier today my latest development build was corrupted and until Monday I have no way to attempt to fix it, so for now im reverting back to an older build and will be starting work on a new feature to hopefully bridge the gap in work. But what I wanted to show for now was Fog Of War! Something I wanted to do in the first builds of the game but ruled it out as time consuming and performance heavy, happy to say I have looked into it again and going to try and make it work. {STEAM_CLAN_IMAGE}/26014832/844231f219e746c081691890a9c36996801d6144.png Only the players units will show up in the fog and after moving through a space it will leave some visibility in the places you have traveled. Enemies will not be visible in the fog unless your close to them. I have an idea of making watchtower structures to increase your visibility, that makes sense right? Keep an eye out on my channels tomorrow as I will be posting something for ScreenshotSaturday. 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.Fall of Civilization - Screenshot - Unit Inventory #1Mar 13, 2020 - Community AnnouncementsHey all, sorry the update is a little late and less this week but I always want to push out something where possible. The reason for it being a busy week is because I have been in some talks to get some additional funding for Fall of Civilization which im happy to confirm has begun. I am doing some part time work for Koryu Studios on Shotgun Samurai, an upcoming retro FPS set in the cyberpunk genre. This means my time on Fall of Civilization may be less in the coming weeks but I will still put out updates where I can and I just want you to know, even if it doesn't look like I am doing much, I'm doing it for the game. {STEAM_CLAN_IMAGE}/26014832/4a0cc25cb8dc8bfcb1653c64ff21330ff313a320.png So, this is the first iteration screenshot for the new Inventory system and UI. Placing in the corner of the screen instead of appearing in your face as before. I am also adding a new drag and drop system for the items that I hope I will be able to show you soon. Keep an eye out on my channels tomorrow as I will be posting something for ScreenshotSaturday. 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.Fall of Civilization - Feature Discussion - Creating your FactionMar 8, 2020 - Community AnnouncementsHey all, so this weekend I am opening the floor to another feature discussion, Creating your Faction at the start of the game. I will pitch the idea I currently have and would love to hear any input or opinions YOU have. The old system for the player creating their faction at the start of the game was mainly made up with dropdowns and button choices, which was fine for testing and prototypes but I feel like it needs be made into something more interactive and visually pleasing before the full release. What would you do if you only had a day, a week, a month to prepare for the end of the world? This is something I considered when coming up with this new idea and thought it was quite open-ended as many players will choose and think differently, leaning to their playstyle. Some people would hoard as much resources as possible, some would stock up weapons and others may try and gather as many people under their roof as they can. I have two ideas in mind at the moment, each similar in code design but with a different gameplay feel. {STEAM_CLAN_IMAGE}/26014832/b7c6d7e7a4001b822da8cabc970f3870ae220a3c.png The first idea takes some inspiration from The Last Stand 2. You are in your home at the start of the apocalypse. You only have a set amount of time (Day, Week, Month) to prepare as best you can. Searching and interacting with nearby houses or selecting other options like reinforcing your home. Each option you do takes time and you can't choose them all, so what do you choose? {STEAM_CLAN_IMAGE}/26014832/8d388a0bb58d6209410e7a42502748ce3625a2cb.png The second idea is more visual. Not dissimilar in mechanics from the previous idea. You have a home base and only a certain amount of time to act before the start of the game, with the goal being search as many nearby buildings for resources and take them back to your base. If you manage to recruit people along the way, you can use them to search for resources too. 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. Fall of Civilization - Video - The World Map #1Mar 6, 2020 - Community AnnouncementsHey all, this is the video 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. 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. The updates are marked as #1 due to the feature still being in development and I will post about it again later to show progress and any additions I may have added (like roads). The first video shows an overview of the procedural generation as a whole. Randomizing tile percentages between the types (Grass, Forest, Mountain, Water) as well as Building generation and variation (cities, towns and villages). https://youtu.be/W2rx_yJEJy0 The second video is more on the development side of things with me explaining the settings behind the world generation as they currently are, although more is planned in the near future including roads which i'm currently trying to sort out. Terrain Percentages determines how much % of the grid is comprised of each terrain types. Building Generation determines how many of each building is built and the distance or greater between each of them. https://youtu.be/FGUoQRRUNcE 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.Fall of Civilization - GIF - The World Map #1Mar 4, 2020 - Community AnnouncementsHey all, this is the GIF 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. 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 GIF showcases the current amount of variety in terrain aswell as percentages of terrain and types of buildings too. (Villages, Towns and Cities) {STEAM_CLAN_IMAGE}/26014832/e2e0986697241caa211a61ab2a2e35fcbbbed0ab.gif The Terrain currently has 4 types (Grass, Forest, Mountain and Water). During generation I choose how much % of the map is made of each type, easily changed in the settings for some randomization. I then decide how many villages in the map I want and how many tiles apart from each other, I do the same thing for Towns and Cities, this is also quite easy for me to change on the go. The current result is what you see before you, I will be adding two videos on Friday. One will showcase the feature start to finish (as it currently stands) and the other will show more of the back-end system and the settings involved. I am currently still working on the roads and determining movement costs for different terrain types. {STEAM_CLAN_IMAGE}/26014832/fe84d50ce4ff7aacccf6ed486b84c974eb85d9e7.png {STEAM_CLAN_IMAGE}/26014832/ebd8825287415138563157a84f21c8b5e007ceaa.png {STEAM_CLAN_IMAGE}/26014832/d82a30bd7343c13039fb32efa8596bfd5f85342c.png 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.