Soooo. Yeah. I’m here. Still here. I know that I haven’t provided a real update in months, and I’m sorry for that. I would say something like, “a number of life-related events took over and I haven’t been left with much time to work on side projects,” but I know that’s a cop-out. I’ve always believed that you make time for the things that are important to you, and the truth is that I’ve been making a lot of time activities other than working on this game. I’ve painted 40K models, built an AR-15 rifle, completely overhauled my financial infrastructure, played Mass Effect 2, StarCraft 2, and S.T.A.L.K.E.R.: Call of Pripyat (awesome games, BTW), and got a hunting license and a driver’s license (finally). So I’ve had the time, I just chose to spend it elsewhere.
The reason I’ve been avoiding this project is because I became demoralized by the lack of progress and the challenge of learning multiple new toolsets at once. But that’s stupid, and games don’t create themselves. I’ve resolved to push forward and aggressively learn the tools to gain confidence. You can’t become any better at a programming language that you’re afraid of using!
I’ve done a couple of things recently:
- Added a method to randomly determine a land pixel
- Used that to seed the planet with preliminary artwork for goody huts and initial bases
- Implemented gravity that pulls affected objects toward the center of the planet
- Added a setting to determine the mountainousness of the land area
So here’s what the globe looks like now:

The little pointy thingies are placeholder models for the goody huts. What do I mean by “goody huts”? Well, it’s sort of a longstanding Civilization tradition to scatter the map with areas that yield a one-time bonus of some sort when conquered by a military unit. Civilization has actual huts; Call To Power has stonehenges and Easter Island heads; Alpha Centauri has pods.
This game will have ruined cities left over from whatever apocalypse you choose to believe happened. Unlike goody huts that disappear once grabbed, the ruined cities will be semi-permanent fixtures. They represent an excellent source of resources for your nearby settlements, but they can be directly exploited by military units for a large one-time bonus and smaller long-term bonuses.
For example, a ruined city that contains a hospital can be used once to totally heal an army in an emergency, or it can be left intact and provide small medical bonuses for nearby settlements.
But this is all a bit far-off; right now the goody huts don’t actually do anything. My next big priority is creating a rudimentary unit movement framework. Gravity was the first big step; with that in place, I’ll be able to say simple things like “move forward for 3 seconds” rather than having to use calculus to precisely determine a unit’s movement path. This is good, because I don’t know calculus.
I’m also investigating deleting the parts of the land mesh that are below the ocean sphere for a performance boost, but that’s turning out to be surprisingly challenging.
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