Presidium- An SF Citybuilder

Wow, nice art! :point:

Quick comment, I thought that if you had a day/night cycle in the game, you could use the different shading amounts at different times of day, as the ‘Strong’ shading struck me as looking a lot like it would at sunset, and the subtle midday. Just an idea. :slight_smile:

Really nice though, gonna show this to my friend, he loves his Dune and such.

Wow, nice art! :point:

Quick comment, I thought that if you had a day/night cycle in the game, you could use the different shading amounts at different times of day, as the ‘Strong’ shading struck me as looking a lot like it would at sunset, and the subtle midday. Just an idea. :slight_smile:

Really nice though, gonna show this to my friend, he loves his Dune and such.

That’s a pretty good idea. Speaking of which, I tried applying vermeer’s shading advice to a couple of other structures, along with separate layers for internal lighting. (I actually had a day/night cycle earlier in development, which I’ll probably restore later on.)
EDIT: Mockup of appearance by night.

http://s2.postimg.org/4j2os5ksp/tone_shading_structures.png

[quote=“Vermeer”]
EDIT: Sorry, I missed this yesterday. I would just say this sort of thing is on my long-term wish-list, and I don’t think the computational load would be significant (since you can just use broad approximations for stuff that happens outside the settlement.)

That’s a pretty good idea. Speaking of which, I tried applying vermeer’s shading advice to a couple of other structures, along with separate layers for internal lighting. (I actually had a day/night cycle earlier in development, which I’ll probably restore later on.)
EDIT: Mockup of appearance by night.

http://s2.postimg.org/4j2os5ksp/tone_shading_structures.png

[quote=“Vermeer,post:99,topic:37009”]
EDIT: Sorry, I missed this yesterday. I would just say this sort of thing is on my long-term wish-list, and I don’t think the computational load would be significant (since you can just use broad approximations for stuff that happens outside the settlement.)

One or two new commits on github- mostly big fixes or preliminary groundwork, but I did implement new art for mineral outcrops and more comprehensive backgrounds for citizens. More to come.

One or two new commits on github- mostly big fixes or preliminary groundwork, but I did implement new art for mineral outcrops and more comprehensive backgrounds for citizens. More to come.

Have added rudimentary versions of inter-citizen dialogue and ecosystem generation. Lots of loose, unfinished, patchy code, but I think it’s a good outline for stuff to come. (Also, some revised art. Which, on reflection, kinda looks like a benetton commercial. Meh.)

Your ability to make art is so much better than mine ;_;

Have added rudimentary versions of inter-citizen dialogue and ecosystem generation. Lots of loose, unfinished, patchy code, but I think it’s a good outline for stuff to come. (Also, some revised art. Which, on reflection, kinda looks like a benetton commercial. Meh.)

Your ability to make art is so much better than mine ;_;

Facial art work is looking very good. Lots of combinations! Love the shading one the geodesic dome. Gives a real sensation of illumination.

Did you see this face builder tool?
http://www.0x10cblog.org/0x10c-news/0x10c-facebuilder-tool-demo-released-video/

The way the face art selection is integrated into the game environment.

Facial art work is looking very good. Lots of combinations! Love the shading one the geodesic dome. Gives a real sensation of illumination.

Did you see this face builder tool?
http://www.0x10cblog.org/0x10c-news/0x10c-facebuilder-tool-demo-released-video/

The way the face art selection is integrated into the game environment.

Amazing artwork! I absolutely love the style, and It has a ‘sci-fi’ quality to it, which makes them so much nicer to people like me.

It’s hard to express how awesome they are :slight_smile:

Amazing artwork! I absolutely love the style, and It has a ‘sci-fi’ quality to it, which makes them so much nicer to people like me.

It’s hard to express how awesome they are :slight_smile:

Thanks for the feedback. I’ve done a little more work on the ecosystem, along with some animal portraits.

http://s23.postimg.org/l4eg20517/animal_scenery.gif

Thanks for the link. I’ll look into it.

Thanks for the feedback. I’ve done a little more work on the ecosystem, along with some animal portraits.

http://s23.postimg.org/l4eg20517/animal_scenery.gif

Thanks for the link. I’ll look into it.

EDIT: Here’s a screenshot of the current action for the curious.

I had some problems with the ecosystem simulation which I think I’ve fixed now. I don’t usually delve into the technical side of things, but I thought some of the details of the fix were moderately interesting:

  • Animals now gauge their rate of reproduction based on density assessments, rather than distance from nearby peers. If they are too crowded, or lack energy reserves, they don’t breed.
  • Species that are comparatively rare get a boost to their reproductive rate.
  • Animals will tend to migrate to areas with higher abundance of food and less crowding.
  • Predators now pick off the weakest, most common, and most defenceless prey first.
  • If predators themselves get overcrowded- relative to prey abundance- they will fight eachother, sometimes to the death. They also have lower default rates of reproduction.

The current system appears to maintain stable numbers for several hundred game days, including births, deaths, and aging. I’m reasonably happy with that, but if I have time, I’ll add in nesting and lairs, more elaborate mating behaviour/pregnancy, and possibly territorial markers and/or looking after offspring.

This is actually a quite interesting subject to work on, since animal behaviours present a simplified version of a lot of the things that intelligent citizens might eventually have to concern themselves with (like marriage, housekeeping, construction, military engagements, weapons/armour upgrades and so on.) No promises, but it is food for thought.

EDIT: Here’s a screenshot of the current action for the curious.

I had some problems with the ecosystem simulation which I think I’ve fixed now. I don’t usually delve into the technical side of things, but I thought some of the details of the fix were moderately interesting:

  • Animals now gauge their rate of reproduction based on density assessments, rather than distance from nearby peers. If they are too crowded, or lack energy reserves, they don’t breed.
  • Species that are comparatively rare get a boost to their reproductive rate.
  • Animals will tend to migrate to areas with higher abundance of food and less crowding.
  • Predators now pick off the weakest, most common, and most defenceless prey first.
  • If predators themselves get overcrowded- relative to prey abundance- they will fight eachother, sometimes to the death. They also have lower default rates of reproduction.

The current system appears to maintain stable numbers for several hundred game days, including births, deaths, and aging. I’m reasonably happy with that, but if I have time, I’ll add in nesting and lairs, more elaborate mating behaviour/pregnancy, and possibly territorial markers and/or looking after offspring.

This is actually a quite interesting subject to work on, since animal behaviours present a simplified version of a lot of the things that intelligent citizens might eventually have to concern themselves with (like marriage, housekeeping, construction, military engagements, weapons/armour upgrades and so on.) No promises, but it is food for thought.

I’m doing a little bit of an overhaul of the interface at the moment. The overall structure I’m hoping for should be something like the following:

  • Minimap in the top-left, with tabs for starcharts and planetary sectors. (Minimap should also display danger levels & territorial claims, biomass vs. squalor, and/or mineral concentrations.)
  • Stardate, personal ranking, current credits and psi points in the top-middle.
  • Tabs for missions, edicts and powers on the top-right. (Not certain about which of these to include. Will work it out.)
  • Guild panels below this, for monitoring venues and personnel, construction and recruitment.
  • Contextual information display panel below this, varying depending on selection.
  • Quickbar on the bottom, for hotkeyed access to powers, venues and personnel.

http://s8.postimg.org/bm63ygoo5/interface_V3.jpg

Once that’s sorted, I’m going to try implementing strike & recon missions, and finally start tying things like construction, immigration and recruitment together. Which, even with only a portion of the above features, should put me within spitting distance of something playable. Hopefully.

I’m doing a little bit of an overhaul of the interface at the moment. The overall structure I’m hoping for should be something like the following:

  • Minimap in the top-left, with tabs for starcharts and planetary sectors. (Minimap should also display danger levels & territorial claims, biomass vs. squalor, and/or mineral concentrations.)
  • Stardate, personal ranking, current credits and psi points in the top-middle.
  • Tabs for missions, edicts and powers on the top-right. (Not certain about which of these to include. Will work it out.)
  • Guild panels below this, for monitoring venues and personnel, construction and recruitment.
  • Contextual information display panel below this, varying depending on selection.
  • Quickbar on the bottom, for hotkeyed access to powers, venues and personnel.

http://s8.postimg.org/bm63ygoo5/interface_V3.jpg

Once that’s sorted, I’m going to try implementing strike & recon missions, and finally start tying things like construction, immigration and recruitment together. Which, even with only a portion of the above features, should put me within spitting distance of something playable. Hopefully.