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Robin Johansson

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A member registered Feb 19, 2021 · View creator page →

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Can you tell me a bit more about the use case? I think it would vary.

In general I would say focus on visualizing as much information as possible. In my world I for example have the option to click on any tile during runtime, and see a dump of ALL variables connected to that tile. cellId, elevation, neighbourCellIds, temperature etc. This kind of debugging will help enormously, whatever the use case is.

Also make the implementations as  separate as possible. If you for example simulate both vegetation growth and plate tectonics. Those should most likely be independent, structure your program such that you could run them independantly to reduce "nested complexity".

Another general thing is parameter handling. Simulations like these might have ALOT of parameters to tweak. Making it easy to select parameters, and do reruns on the exactly same parameters will be valuable in the long run. Also setting up the simulation so that you can create multiple worlds in sequence, save each to file/image and then compare them afterwards, and see how certain parameters affect the outcome makes it easier for you to test, and get the results you desire.

I have not put together the library yet. I have a real job that I spend most of my time on. I don't allocate much resources to this project at the moment. If I put together the library, I will write about it here and in the Discord channel.

I think the description is clear. Will consider it. I've got a day job, and am doing this on my spare time (evening/weekends) so things might not happen fast. 

Would a C# library fulfill your need?

Hi.

Hmm, it's an interesting think you bring up. At the moment no. What are you interested in?

My plan has been since the very start to produce a game for steam. I've not thought about releasing source code, but everything is not set in stone.

That actually sounds like a really cool idea. But I should probably remove the goo bug, and replace it with an actual species that is so efficient that it destroys all other life. 

Maybe some kind of fungus infestation/lotus swarm. The animal version would be xenomorphs :)

An interesting thing in the challenge could be how to contain it. Maybe barriers can be built to prevent it's spread for example.

Ye it' on the border. It's in places where some species have a difficulty to survive that the calculations tends to be unstable. Could probably be fixed.

The C screenshots should end up in Dokuments\My Games\Orbis Multiplex\Screenshots, try to look there :)

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Fun that you tried some extreme settings :)

That sounds like an unstability in the  differential equation solver... Probably related to the high delta value. Delta values higher than 5 can be problematic if I remember correctly :)

Exporting all geometry data (3D model) could be something I implement. But first im gonna prioritize 2D maps.

At the moment no. You can take a screenshot by pressing "c". I've had a lot of questions about exporting images, so that is a feature I will prioritize for the near future. It would include exporting images of a map projection, somelike like a mercator projection.

I can never promise dates or precise timelines. But since this feature has been requested multiple times, I will try to add it in September 2022.

Thanks for the feedback!

Cool concept. Do resources flow into some kind of "town" or "market" in the end? If not, how are the end products used? Are resources like forests "replenishable", or can forest not grow back after being harvested? Think some optimization puzzles would be nice to implement, example: Goal: Produce 10 goal/minute with < 10 buildings, Limitation: 30 minutes. Different puzzles would have different goals and limitations.


Keep it up!

Nice. I thought this game was dead since a couple of years back. But here it is. Appreciate the initiative!

Ye I also think the addition of gameplay is a huge milestone. Thanks for the kind words! Ye industry graphics on the map is a bit temporary at the moment. I might go over to using hexagons in the future, then I will have to change the icons completely.

Thanks for your reply, your logic is sound. A good approach would probably be to focus every other version on gameplay, and the other on simulation.

Some wise words.

Thanks. Ye constant improvement and innovation is the key to success.

Damn, that terrain graphics sure is retro. Nice particle simulation. Does it run in parallel on the GPU?

Feel free to give advice on interesting game mechanics. Or comment on existing mechanics

Orbis Multiplex community · Created a new topic General

General thoughts

Orbis Multiplex community · Created a new topic Bugs

Feel free to post bugs here.