Hexagonal grid | 0.2.0.0
Summary
This is a rather major update. I've replaced the triangular grid, with a hexagonal grid. This will improves the visual appeal greatly, and it also lends itself better towards certain gameplay features in the future. The changes include:
- Hexagonal mesh
- New river graphics
- Multiple world resolutions
- Grid lines
- Log files for world generation
- New loading screen
- Industries/resources/transportation temporary disabled
- Tick system temporarily disabled
Changes
Hexagonal mesh
The new hexagonal mesh looks way better than the triangular mesh. Adjacency on hexagonal meshes is also better, which will be helpful when certain gameplay features will be added. The hexagonal mesh is generated from the division of an icosahedron.
New river graphics
When the hexagonal grid was introduced the old river graphics was no longer compatible with that mesh. So the river graphics has need to be remade, but only for the better. Rivers now look smoother, the old triangular rivers could be very sharp and jeggedy.
Multiple world resolutions
It is now possible for the user to set the world generation at setup. The setting is called "Tesselation divisions", 8 being the highest. This is mostly for people with lesser computers, Resolution 6/7 can be acceptable, lower then that is more or less just a meme. If I do not say anything else, all images here are generated with 8 divisions, which gives 655362 polygons. The image above uses size 3, 5 and 8, from down to top.
Grid lines
There is now a toggleable grid. Enable/disabled it by pressing "g".
Log files for world generation
At startup a log file is generated. It shows what system are run when, for how long, and for some of them show additional relevant information. If for some reason the program were to crash during generation, this log would be helpful to know in which system/function the program crashes. If this happens for you, please send me your log file and I'll try to figure out where the bug is. The log file is generated in My Games/Orbis Multiplex/Logs
New loading screen
This might not seem like a big change, and visually it is not. But under the hood it has been completely reworked, and it's now much easier to work with. The old implementation was very rigid and hard coded.
Industries/resources/transportation temporary disabled
The way resource transportation has worked previously is a bit problematic. Because of this I have big plans for refactoring that system. Because of this I have not adapted it to the hexagonal mesh yet. Stay tuned for when I refactor this system, it's gonna happen later this year.
Tick system temporarily disabled
This existed to make the economy system tick. Now that the economy system is temporarily disabled, this has also been disabled.
TODO
This backlog shows a list of the features/improvements I have planned for the near future. The highest priority at the moment is a map projection view, and the ability to export image data. No deadline or timeline can be given for this, just know that I will work my way through this list, from top to bottom.
New stuff is constantly added, some are removed, and some are reprioritized as I learn more/get feedback. So be aware that this list might change.
Files
Get Orbis Multiplex
Orbis Multiplex
A complex simulation oriented strategy and management game on planetary scale
Status | In development |
Author | Robin Johansson |
Genre | Simulation, Educational, Strategy |
Tags | 4X, Automation, Economy, Generator, Management, Procedural Generation, Singleplayer |
Languages | English |
More posts
- Generating hexagonal meshes on spheresAug 14, 2022
- Automatic tick progression | 0.1.6Mar 25, 2022
- Transportation network | 0.1.5Mar 09, 2022
- Ground water diffusion from rivers | 0.1.4Feb 18, 2022
- Updated landscape evolution algorithm | 0.1.3Feb 03, 2022
- Minor industry additions | 0.1.2Jan 28, 2022
- Industry production added to gameplay | 0.1.0Jan 26, 2022
- Version 0.0.11Dec 19, 2021
- Version 0.0.10Sep 24, 2021
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