The weekly hog news 12

Not much news lately : in the past week we’ve been busy moving to a new place! Also one of our machines died in the process, which makes things a bit more complicated.

The weekly hog news 11

 

 

We’re still adding new animals to Ymir , this week : Ostriches , chickens and fishes. Below are photoshop previews of how they’ll look ingame.

 

 

 

 

We now added water, and grass coloring. It gives a visual feedback to know the level of water in the ground, and a quite nice gradient around rivers in arid climates. Water tiles are also slightly transparent, and if i find a way at some point i’d also like to combine this transparency to a blurr effect.

Rivers will now also occasionally generate islands and deltas when reaching the sea.

 

 

 

The weekly Hog news 8

No real news this week : we’ve been off to Toulouse, a city in the south of France where we searched for a shared flat to rent and where we’ll also work. Also with a pretty cool 100mb internet connection which will come handy when hosting new servers!

The weekly Hog news 7

Last week we completed the world generator ( rivers and forests are now in ) , and the last last remaining climate : tropical.

 

 

Also started working on the region generation now. Unlike before, and now that worldmaps are potentially much bigger, the region generation will potentially happen dynamically during the game whenever a player visits a region for the first time. Which implies making the generation as fast and light as possible to avoid any server freeze, and makes the whole thing more complicated (regions beeing twice the size also adds to the problem).

 

 

 

The weekly Hog news 6

Desert preview

Here is another climate preview, this time for the desertic climate. Only tropical is left now!

 

World generator nearly finished

The world generator is now nearly finished. Last week i added a tectonic plates ‘simulation’ to create mountains, islands and rifts that can fracture continents, making the maps look more realistic. It consists in creating random zones, the ‘plates’, and assigning them random directions.

 

I also added the river placement.