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Splitting Regions

Worlds - History Simulator
A downloadable game for Windows and macOS

This weekend I finished the work on super regions and implemented region splitting. To showcase the later, lets see how regions looked before splitting (Note: this a screenshot from three weeks ago):

And this is after implementing region splitting:

So, the bigger regions are 'gone'. Though not really, as they now exist more abstractly as super regions, with each one containing multiple smaller adjacent subregions, all encompassing a common biome. To split regions I used a rather simple area subdivision algorithm that tries to cut apart not only huge areas, but also highly irregular ones, and  then apply a custom Voronoi expansion algorithm that makes the subdivisions more natural looking. Note that because of the ID revamp, now the exploration RNG behaves a bit differently. That's why there are some regions that appeared in the first screenshot that no longer appear on the second and vice-versa (like that that ugly set of subregions in the south pole).

The algorithm is far from perfect, there are still many weird looking areas that could have been divided in a more sensible way. Nevertheless, I think the results are good enough for now. I would like to be able to display the super regions and to give subregions names that reflect their relationship to the super regions. But I would stray too far from the goal of this feature which is to implement tribal migrations. So this is a good point where to stop with regions until the next version.

Next week I'm going to head back into the migration algorithm. With the goal of making tribes 'occupy' singular regions instead of spreading aimlessly.

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