A complex simulation oriented 4x indie strategy game on planetary scale. In this game the player will lead a nation from late stone age all the way into the modern era, all whilst adapting to an ever changing environment.
The turn/tick system is now automatic. Previously this had to be done automatically.
made turn progression automatic
Rivers now diffuse water, which makes vegetation along rivers in the desert possible. I've also added some more perlin noise in the initial elevation...
the simulation now allows rivers to spread water
This version finally introduces some early gameplay. It is now possible for the player to build industries on tiles. These industries consume and produce...
added an industry production system to my simulation game on planetary scale
Recently improved the map generation of my upcomming game. I use perlin noise to create an initial primitive map. I then apply tectonic uplift (also from...
hydraulic erosion : devlog #6
This update introduces a fauna simulation which runs on top of the flora simulation. There are 2 kinds of animals: herbivores and carnivores. Both are...
fauna simulation: devlog #5
I've recently implemented a differential equation based vegetation simulation on planetary scale. Each terrestrial tile of my roughly 1 million triangle...
a differential equation based vegetation simulation
I've been implementing some custom graph plot functionality in Unity.
custom graphs : orbis multiplex devlog #3
Realistic temperatures and good sediment distribution are important features now added to the game.
orbis multiplex devlog #2 : temperatures and sediment
An introduction to the game Orbis multiplex. This first devlog summarizes the plans for the game and showcases the current state of it.
an introduction : orbis multiplex devlog #1
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