Survivors of Ragnarök is a city-building-management-survival game about chickens.
Lead your company of dwarfs into high mountain passes, deep into dangerous forests, scorching deserts, and into the dark underbelly of the earth and back.
Encounter Bizarre and dangerous creatures from dwarf-eating-tiger-snails, flying pigs, bishop-fishes, and Chickthulhu (100% our idea and totally not suggested by an annoying community member named Thoktaz).
Yeah we know, it's awesome.
Gotta Catch 'em All!
Unlock dozens of unique dwarfs only to die by your hands moments later.
With all the dry humor, charm, wit, and satire you've come to expect from us bundled in an epic historically accurate retelling of the events after everyone's favorite end of the world scenario (next to the zombie-apocalypse, but trust me we have that covered). Expect to be taking part in such epic and grand historical battles such as the Battle of Basing and the Battle of Svolder.
Bellow we have provided a historically accurate depiction of the Battle of Clontarf on April 23, 1024 (your gonna have to trust us on this one guys, it's legit).
Now this might just be our personal bias, but we believe we have some pretty sweet pixel art. Each and every pixel lovingly hand-drawn and animated frame by frame.
Biomes are a pretty big deal in procedurally generated games and they will be a really big deal when it comes to Survivors of Ragnarok as well. I've thought about setting up the biomes to be small chunks of the game world, but that simply left a lot to be desired.
Now what if each biome was a completely separate game world? That's what we have in mind.
Take a look.
Now, we spent a fair bit of time working on the isometric engine for this new world and there is still plenty to be done.
For one thing, this new isometric world needs to be randomly generated. These photo's are just some stuff I put together by hand once the engine work was finished.
After that, the saving and loading of each game world needs to be done. It shouldn't be an incredible feat to accomplish, but it will require some interesting file structures. (Think about how many maps will need to be saved in a 50x50x10 isometric game world!)
Finally, it is important to note, that each biome will need it's own generation algorithms to insure every biome has it's own unique look and feel. That very well may be the most time consuming task of them all.
So, although we don't have an update for you quite yet, we have big things in the works for you.
I hope you look forward to the new Biome system as much as we do.
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