Posted April 27, 2025 by DanielChassagnez
Hi everyone.
This week has been intense for the development of this Neolithic Survival Game, with lots of new features and improvements. Here’s a quick summary of what’s been accomplished:
Rain management: I adjusted how quickly the player gets soaked. Previously, even light rain would make the player soaking wet very quickly, which was unfair for survival.
Fatigue and sleep: A new need has been introduced! Lack of sleep now makes actions more exhausting. In the future, I also plan for longer tasks like construction to slow down if the player is tired.
In-game time fix: Weather now depends on in-game time rather than real-world time.
Biome improvements: I refined biome generation and created a function to estimate the proportion of each biome across the map.
Tree spawning fix: Trees no longer spawn on ocean tiles.
Cloud calculation: Changed the random cloud factor to additive instead of multiplicative, making weather variations feel more natural.
New construction mechanic: Inspired by RimWorld, construction now requires a work amount instead of a simple countdown. This opens the door for interesting gameplay features (such as work speed affected by sleep, temperature, and more).
Pause/Resume construction: You can now suspend a construction project and resume it later.
New materials: Added the branch as a rarer resource than the stick, and introduced the woven branch wall, requiring 6 branches. Walls now physically block movement on the map.
WorldEntity
class: I created a solid foundation for managing all world entities.
Preparing for tree harvesting: In the future, players will be able to cut branches directly from trees using tools.
First release on itch.io!
The project is finally available publicly. Next step: improving the visual aspect to attract the first players.
Thanks for reading this first devlog!
See you soon for more updates!