Monday, 23 January 2012
Hexciting times
Sorry it's been a bit quiet here lately but I've been re-thinking the landscape system with both strategy and game mechanics in mind. One of the problems with the 'open' landscape is that there's just too many possibilities and too little delineation of different areas. The new hexagonal landscape offers many advantages. Watch this space for news of the game mechanic I have in mind - all I'll say now is that it involves solo, cooperative and PvP modes.
Monday, 9 January 2012
Fighting the fighting
The AI is too persistent here. Normally the AI dies when all its men are gone. I suspect this AI agent has a rogue serf somewhere I can't find so it keeps on building new buildings.
I love it when glitches have pretty side-effects. Reminds me a bit of Venice...
I love it when glitches have pretty side-effects. Reminds me a bit of Venice...
Saturday, 7 January 2012
Down in the valll-ley!
Long term testing with the AI maxed out = lots of trees. I forgot to tell the foresters to stop when all the storehouses are full. It's pretty, but look at the FPS - 15! Ouch. I'm not 100% sure about those trees above the snowline either... Seems like there's always something to fix!
Monday, 2 January 2012
Happy New Year!
I'm still tinkering with the AI for village building. I love the unintended consequence of villages sharing resources. As you can (just) see from the mini-map the serfs quickly build roads between settlements to move stuff around.
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