#Second Dawn | RPG/Settlement Builder
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It's a bit of a mixed genre.
It's an RPG of sorts where instead of playing some overpowered hero, you play the leader of a small settlement. You can build and expand your settlement, build new settlements, conquer other settlements etc. you will also manage the settlements. The settlements can mostly manage themselves or you can be more involved in the actual economics and politics etc...
There is also a RPG story line. And trying to add a lot of depth where all NPC have their own procedurally generated belief system/core values... And every decision and action of the main player in the game can shift what any NPC thinks of your character which will alter dialogue lines, change how they act, how well they do their jobs for your settlement, and if they try and sabotage or revolt against you.
That's sounds like a lot of hight level code how much of this do you already have or is most of what you said what you whound like to do provided you can figure out how?
So far not much is done. Only like a month into project atm working part time on it. So far have started building system(a bit further than what you see here) a custom buit a* navAgent system for npc to walk on the roads a player can build and find quickest route in an efficient way to any destination in a settlement.
Have also been working on data structures to link all the systems together as i build them while keeping everything modular to use in future projects
I am also prone to getting bored on main project and start coding whats fun to me atm. Like a day night system with sun and moon that raise from different places depending on when in the year it is lmao.
That mite be a good thing as i found out it can be a bit discouraging to try to go straight from knowing little to making a very big and complicated game so stuff like your sun and moon thing can be a smaller project that mite help you learn more along the way besides that sounds like a fun feature
Pretty new to game dev, but have a lot of objects oriented programming experience. But it's been nice when working on something that is a large complex system to take a step back and write something that I can see rapid results.
By any chance would you be interested in collaborating? I am an artist and I would love to contribute concept art, story and or 3D models to this project.
Honestly not sure if im wanting to bring anyone else onto the project, at least atm. Cant afford to pay someone else, and no where near having a clear roadmap towards revenue to even consider rev share(likely going to be 18+ months of development) probably around 24 to be honest.
I'd be willing to do this for free so i can use it as portfolio building project. I am of the opinion that creators have to stick together because doing large projects by yourself is like playing the game of life on hardmode.
I gotcha, we can chat sometime and see what we can workout and if your artstyle will match this projects direction. I just gotta think on it as I don't typically like asking people to work for free, or some sort of quid pro quo arrangement.
I have experience as Dungeon Master creating my own homebrew fantasy world, i have a short novel i have written for it that i plan on someday making into a comic.
This is one of the main characters, Elivan. Its concept art.
nice! hows your 3d modeling experience
I have been using blender since 2020, I am looking to get more experience in 3D modeling but i have a lot of the fundamentals down and as an illustrator its natural for me to apply my artistic skills to blender. Cant post any examples bcz im at work right now.
gotcha
todays build. Finally got tree shader working to be compatible with unity terrain's imposter system.
test of "Follow Roads using a*" mode for navagent
Next thing im working on is some simple buildings... Small homes, farms, etc... to start expanding NPC code to give them a "life"
New "Time Manager" handling day and night cycle as well as water tides
I do need to make the turbulence model from waterfall move with the tide still lol
This took me a while to implement. World streaming system that allows me to stream chunks into memory. But while moving from larger terrain objects to smaller chunks, this broke the construction mechanisms as it was no longer possible to restrict from building on border of a tile where heightmap of bordering tiles would need to be modified as well. However; this is now all working in the new terrain manager
took a break on hostile ai and added falling leaves to nearby trees