#Beaches
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what's all the blue? void? ๐
I believe it's going to be called "ocean" ๐
Maybe it's just for test purposes but is it just me or is that map HUGE?
it's looking real cool
I haven't looked at your YT channel yet, but are there or will there be videos on some of these prototypes?
My guess is that we'll see videos once there's something resembling a game, so far all we've seen is terrain and some creeper sim.
Alright.
go big or go home ๐
can you imagine if KC made a CW game where parts of the map youre not looking at simulate less accurately (for speed) sort of like in factorio, meaning the maps can be absolutely massive in theory
That image was taken on a map that has 9 times the surface area of a CW4 map, and (all for testing) the creeper sim was running at 4X while the game was rendering at 120fps.
understandable
also, i'm going to wager a guess, Red undefined, Green Anti-Creeper, Blue creeper?
seeing as creeper is now divided into types, i would assume there is no longer a need for negative creeper, simply different types of positive creeper fighting each other
That.... There are different types, and they can have different attributes. That by itself makes the max value of creeper higher (since I only care about positive values). But I have also dropped one decimal of precision in exchange for a 10x increase in maximum creeper depth. Everything is about larger scale... 10x surface area, 10x creeper, 10x armies/fleets.... at least from an engine perspective. Making it work for gameplay is where it starts to get good... and that, I think, requires some environmental changes/additions.
it will be interesting to see where the tides take this game, on this scale i doubt youll be able to go back to 3x3 ground units
with multiple creepers, maybe some type of symmetric gameplay (ala PF) where every team has their own creeper and uses different gameplay elements to try and achieve victory over all the enemies.
if you've ever played cell games, where you have a level with a bunch of nodes with numbers on them, and each player starts with their colored nodes and tries to take over all the nodes, i'm thinking something like that - getting the AI to fight each other as much as you can so that you can seize the opportunity and win
so kind of like a PAC but loosely in a cell game type format
just tossing some ideas though, maybe it inspires something maybe not, after all i figure you want to go back to the roots a bit ๐
Dropping the decimal of precision is only relevant to how the creeper is numerically displayed to the player though, isn't it? Kinda feels more like the terrain gained precision than the creeper lost precision (if it's indeed still represented in 32 bit fixed-point fashion).
well in theory it also means the simulation becomes slightly less accurate, now with 5 digits of decimal precision instead of 6. i don't know what that means in practice though. if it ends up meaning very little, it makes for a good way to extend the creeper cap by 10 times
the difference is more than just numeric display because flow, gravity, evaporation, visual display etc. will be balanced around a lesser value
so with adjusted balance, 1 creeper will still look, feel and act like 1 creeper, but the cap will be 21474 instead of 2147 (or 42954 because KC can now use unsigned int)
ultimately it's all a game of numbers though, you can make 100 creeper either really weak or really powerful depending on how far you let it travel through waves (wave dampen factor) and how strong you make opposing weaponry
So far I've not noticed a difference by dropping a decimal. Seems to flow and evaporate, etc. the same. Overflow conversion is no longer a thing (unless I introduce something like it), since negative values are no longer "anti creeper". So having a 10X increase in creeper levels (with everything else being equal) makes hitting the cap less of a thing.
what do you do at cap for now? let it go to 0, or cap it at max and never let it over?
It should spawn an emergent ๐
I've been living under a rock, is this a new game coming?
just started a few weeks ago hyper <.<
Loving the look of this
curious to what future updates will hold for this project ๐