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Tom

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A member registered Jun 09, 2016 · View creator page →

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Why not export the ward data? Just as polygons with a "type" field that says "building zone" or "park"? That would be INCREDIBLY useful for zooming in, where at distance only the wards are visible and then they fade into individual buildings as you zoom in, the way Google maps does it. And you could export the ward names that way as well.

Would it be much work to include them in the GeoJSON? So as to not repeat a calculation step and do tangent calculation?

The array is the GeoJSON format, that's correct. It doesn't use objects there.

The unts are world units. If you import it into GIS, you get a proper scale on your map.

I just noticed that the GeoJSON export doesn't include the wall's towers or gatehouses, apparently - or am I missing something?

Brilliant! It works now, QGIS can split the multipart into single parts. I can now add the 400 city maps to my game world. :)

(here's what my own conversion script managed: https://notveryprofessional.com/dragoneye/atlas/Phonas -- you'll see the problems in the town wall, for example).

Question: Do you export parks as well?

Yes, that's what it looks like. I would do one polygon per building. It also makes debugging and editing a LOT easier.

I think I know what you mean by awkward. You export all buildings as one object. That's not how GeoJSON works. The MultiPolygon should be split up, one polygon per building. MultiPolygon can be used for a city gate, which has two towers but they're part of the same building really.

There's also something wrong in the MultiPolygon that I can't quite figure out, but QGIS is unable to split it into single parts, which it should be able to do.

Nevertheless, it's a huge step forward, already better results than the svg2json script I wrote for myself.

It's relatively easy to do, though of course an option to do it at export time would be more comfortable. I'll see if I can make a short script the next days.

Absolutely fantastic! Please do keep the GeoJSON. It seems awkward but is by far the most useful format with the most options to convert into other formats.

Fantastic, thanks.

@watabou - any chance to get access to the JSON before the desktop version? Here's a look at what I'm doing with it (zoom in on the city in the center, Phonas) - http://notveryprofessional.com/dragoneye/atlas/Phonas -- JSON would be perfect, at this low scale straight-out turning it into GeoJSON is ok because we're talking about a few mm of difference.

I'm happy with the most rough interface. I wrote a GeoJSON export for Azgaar's tool myself (he accepted the PR, so it's now in his codebase). If I understood this Haxe thing, I'd do the same here, but sadly I don't.

For the convex hulls problem - if you export the "blocks" version of buildings, you actually get exactly the convex hulls. I'm using that instead of calculating them myself.

You seem to have a really fantastic tool there - would you share it? I'm trying to convert the generator data into GIS data, and it seems that your analysis of roads, etc. is exactly what I would need.

Talking about this - can we also have the roads inside the town as paths or linestrings, maybe? It would be really great to not have to trace them by hand. I assume you have them in the algorithm anyway, they just get culled from the SVG?

Basically, if it can export to any standard 3D format - .obj, .fbx or whatever - then Unity will be able to import it.

Would it be possible to add an export option to GeoJSON? It's not difficult to make it if you have the data, but SVG does not always translate cleanly to it and my converter tool is giving me ok, but not perfect results.

I'm asking because I am working with GIS systems and want the actual polygon data to import. SVG doesn't work in that context.

No, I'm talking about SVG. Right now the SVG export and the image shown in the browser have little in common. Specifically, the SVG is always portrait and includes a lot of empty space. That means editing every exported file manually.

The most useful addition for me would be to set the viewport for export. Maybe simply make it the current visible window area, so it can be set by resizing the browser window?

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Do the opposite - if you can export to SVG, then things such as editing names is easy in an SVG editor and doesn't have to be in this one.

On the other hand, I'd wish for more control over size than just "small, medium, large" buttons. I have size data for my towns and would want a slider for population size or building number.

Honestly, the game is essentially discontinued. I'm shy of officially pulling the plug because I would want to complete it, but real life is in the way for the forseable future.

The main problem is that there were never enough players for a really smooth experience. People had to wait for days until a game filled up, if it filled up at all.

Black Forest community · Created a new topic Dev Log Info

I'm updating mostly the Steam page, sorry if this site is lagging behind. The current news is that I have made an international move, started a new job and bought a house, all of which has practically eliminated any spare time that I had. As things are settling down now, I hope to restart development on Black Forest in the near future.

## Beta 23 Changelog
* can no longer set sleeping home to other peoples homes
* action to harvest foreign fields no longer showing up (it wasn't working anyway, just a display bug)
* some statistics are now available, both in-game (check right-hand edge of screen) and after-game.
* dragon damage to stone buildings has been reduced to 1.
* private games are partially working. You can play around with them, but there might be bugs left.
* visual updates
* several small text fixes
* lots of small bugfixes

* fixed a bug where setting your e-mail address actually set your username
* first after-game statistics (more are comming)
* several minor bugfixes and visual improvements

A short change list, but a big update. Build 16 is going live while I write this, and it contains two big changes, which complete the core gameplay.

The first is the kennel, already posted yesterday. This gives you one more building option and a more risky forest experience.

The second is the market, which will be semi-operational in Build 16. By semi I mean that there will be no real money store, but everyone will get three gold coins to play with, and of course you can earn more during play. With this you can test the market and check if everything works and how it works.

Black Forest community · Created a new topic Name Change

After feedback from players, I have decided to change the name to "Black Forest".



Using the german translation ("Schwarzwald") was cute and topical, but many english-speaking players had trouble with it.

Over 300 thumbs up on Greenlight already. Please give the game your vote, too!

The game is now also on Steam Greenlight. It could use some up votes. If you can spare some seconds, please go here and give it a thumbs up:


http://steamcommunity.com/sharedfiles/filedetails/?id=739047467

The game is now almost feature complete. There is only a very short list left of things that I want to add. That means that the beta testing is shifting more towards balancing and less towards feature testing.

Beta 9 is out. Changes:

  • foxes added
  • monsters now prefer to roam where there is something and are less likely to just pass through the village.
  • boars now ignore henhouses (they don't eat chicken)
  • diary reader now active
  • visuals: plot selection softened a bit
  • bugfix: village selection rows no longer draggable
  • bugfix: scroll views now set correctly

Beta 8 has been released, including the long awaited diary viewer, a new graveyard in the center of the village that fills up as the body count rises, and a lot of bugfixes and small improvements.

Beta 8 has been released, including the long awaited diary viewer, a new graveyard in the center of the village that fills up as the body count rises, and a lot of bugfixes and small improvements.

Complete UI rework in the Beta 7 client, available now:


The latest release, Beta 7, adds a completely new UI and a lot of improvements.

A completely new UI is the primary change in the new Beta 7 which has just been uploaded to the server. It is a wonderful update, strongly recommended.

Beta 6 has been released with minor updates and bugfixes. Due to some changes in the API, however, this is mandatory update.

Beta 5 has just been released. Highlights of this update:

  • families now have a diary where you can record your personal story
  • updated graphics, better fields, better scaling, new monster models
  • the well and the tower are no operational. They have a big impact on gameplay as they are shared projects benefiting the entire village, but only if someone sacrifices a peasant to operate them, who could benefit his family. This is the biggest interactive and directly cooperative element of the game.

I'm trying to give it the right amount of detail without making it unplayable to casual players.

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We are now on Beta 4, with massive updates including the henhouse and a new monster. Find out everything about the game here:

http://schwarzwald.lemuria.org/

The beta 3 client has just been released, bringing a ton of new features and improvements to the game. It is on the download page:


http://schwarzwald.lemuria.org/h/download