Dev Blog- Colonial Sea Trader- Defining missions

One of the things that has been on my list of planning improvements for a while is the missions system. Right now the system I have is very much tossed together, including stuff like hard coded mission types, no conditions upon which a contract is cancelled, etc.

As mentioned last week, I’m working on giving a status of the ship. The next thing after goods on my list was to show the missions in progress. That actually is proving more difficult than I would have suspected, primarily because I’m wanting to include different kinds of mission parameters that I actually don’t show in the dialog. So I’ve decided that I’m going to work on revamping the mission system.

The mission system will most likely have conditions for on success, on failure, and on accept changes that can happen. I have an existing conditions system which I believe I can adapt to working with this new system.

I hope to start working on this new system in earnest over the next few weeks. Hopefully I will have something nice to show by the time this is all done!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Giving information about the ship!

One of the biggest issues I noticed at the District Arcade was that there is no status of what is actually on the ship. I’ve been thinking a bit about how to display that information, and I’ve started on an early prototype. Here’s what I have so far:

There is still more to come. In the end, each of the 4 boxes will have some kind of information. I might well change things around, but… It’s a start!

Aside from that, I’m starting to think about how to have a real world map in game. I’m likely going to set up an import map, similar to the exported map I have earlier. If I get a chance, I’ll work on the map import sometime this week.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Perspective view!

There is one major thing that I accomplished this week. I’ve been at it for a while, and finally, I present to you, perspective view!

The most difficult part of this was getting the minimap to look correct, which involved considerable rewriting of code.

The astute among you might also notice a new button on the lower left. I’ll leave the exact purpose of this button a mystery, but it will be the major project for the next week at least that I’m working on.

Not a lot else to really give you for now. Stay tuned next week for more!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- New Biomes, lighting, price indication

I was able to accomplish a few things that I have long wanted to do this week. The key update was to overhaul the biome system considerably, converting a large number of code constants in to a config file. I’ve also played with the seasonal shader model a bit, and gave an indicator of the price system.

Each tile is assigned a Biome. The easiest way to see this is via the colors, as well as the tooltips that show up when you move the mouse over the biome, which will give the name. I have long wanted to assign biomes to the ocean and islands, which are used to figure out what resources are produced in a given location. Each plant, for instance, has a preferred biome. While I was at it, I also changed the moisture parameters to better balance the desert areas. In the end, this is what I ended up with.

Note the random “Tropical” seas that are lighter in color. I also added biomes for lakes and islands, so that northern islands will be different colored then other locations. I’m still going to do some tweaking, but that will come later.

I also spent time to set these up to be extended easily. While I haven’t yet set up most of these files to be modable complete, I have things set up such that they can be easily converted to a modable design. Things like new goods, ships, biomes, world generation parameters, and even goals will be able to be set up via some light modding, although I might not have how to do so well documented, at least at launch.

Another change you might notice in the above image is the top and bottom parts of the map are darker. I’ve added a system to take into account the lighting based on the axial tilt. To accomplish this, I did some tweaks to the shader. See it in action below.

Lastly, I wanted to give some kind of an indicator if a price is good when you are at a trading post. I’ve indicated “Red” for a bad price, “Green” for a good price.

As you can see, this particular port has cheap goods, which makes selling anything for profit as difficult. It will judge the prices against prices that you have actually seen, so be aware!

This week I’m planning on making the camera into a perspective camera. Just to give you an idea of what it will look like, here’s a snapshot of the progress. I’m also going to manage the biome localization, and possibly start working on the real world map.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Improving the distribution of mountains, temperature.

I started a project this week that I’ve been wanting to do for a while. I’ve wanted to visualize how my world appears in terms of the key parameters I generate, namely the Altitude, Temperature, and Moisture, and to a lesser extend Wind. In so doing, I set a system to save an image of the world, which I likely will use in other places, likely for doing pre-generated worlds. Such an image looks like the following:

A typical world looks somewhat like this:

Basically I made the distribution of mountain peaks follow more of an exponential decay, such that the highest peaks are quite rare, leaving most of the land quite flat. Before the terrain was much more uniform, only slightly tapering off at the higher elevations. In other words, I tried to make it look something like this (For the above sea levels, at least)

 

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The temperature mostly follows the latitude, but I have a parameter to tweak it by a number of degrees per km of altitude. Currently I have that set to 7, and I basically tweak it to preference.

Currently I do not have all of these parameters available for edit to the outside world, but I should be able to have them soon. Expect that coming soon!

Among other things, while do doing I fixed the bug that sometimes happened where there would be a very plain looking world, with little coastal features. While I might do a bit more tweaking of the world generation system, as a whole I am much happier with it now then I was last week!

The item of most concern with the world generation remaining is the fact that the moisture is still too high. I’m planning on working on that during the coming week, hopefully something will come out of it that looks much better!

I also did a bit of tweaking of the cost of goods, which should reduce some of the strange issues I’ve seen. Haven’t fully tested it out yet, but I’m happy overall with the way things are going!

I’m likely going to give away a copy of a class on Unreal Multiplayer development in one of my streams. Follow me on Twitch to find when I stream, and maybe you can win this course!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!