I know I’ve already written a post for today, but I decided to write about the work I’ve done on Small Gods in the six days since my last post. I’ve also decided to try and enforce a slightly more rigid outline of what’s been done in order to make these kinds of posts easy to read in the future.
I will, however, be keeping this update short due to a lack of images (when I get my first models and/or my logo back I promise I’ll spam pictures of them everywhere :D)
- Worshippers now have a happiness stat. If this stat gets too low they will not work though they will wander around the area.
- The average happiness of the player’s worshippers is stored by the game manager for use in other scripts.
- New worshippers will now arrive at the player’s city every 2 minutes (value subject to change).
- The number of worshippers that immigrate will be controlled by the average happiness of the player’s worshippers. The lower the happiness the fewer people will immigrate to the player’s city.
- Buildings can now be rotated left and right prior to placement in order to improve placement and (eventually) the look of the player’s city.
- Mines (and future buildings) have/can have their placement restricted to certain locations denoted by the presence of a game object with the appropriate tag and on the appropriate layer.
- The terrain has a (terrible) desert texture applied to it. This will change in the future when I find/make some decent textures.
- Camera height has been lowered in order to improve visibility.
- The FPS mode now allows players to walk up 90-degree slopes.
- Due to the way I’ve handled flattening terrain rotating buildings can produce some odd results once the terrain is flattened. I’ll need to examine potential fixes but it’s not a catastrophic problem right now.
- Due to the results of the terrain flattening system (it produces a 90-degree angle) navigation is sometimes an issue once the grid graph is redrawn. In order to fix this, I’ll need to smooth out the height increases/decreases which should be a relatively simple math problem.
Future Plans/Planned Additions
These features and changes are planned to be included in the game by the end of the current sprint (August 28th).
- I need to fix the terrain flattening system so that it works properly in conjunction with building rotation.
- I need to ensure that the terrain flattening system produces a gradual rise to a flat surface rather than a sharp, 90-degree plateau in order to prevent the navigation system from messing up.
- I will need to adjust the values of happiness gain/loss in order to improve playability.
- I need to re-examine how happiness is gained/lost. Right now it’s a constant drain due to tiredness/hunger but I’m thinking that a flat modifier would be better as it’d let me add better unhappiness features.
- Add civic improvements to improve happiness.
- The immigration formula will need to be modified/replaced in order to give greater variability in the number of immigrants that can arrive in each immigration wave.
- AI will be given the behaviours necessary for them to leave should they stay unhappy for long enough. If a player is unable to provide enough housing, food, or civic improvements to their citizens, this will cause them to leave.
- Create a basic finite state machine using the Mecanim system for use as the beginning of a mission editor.
I know that this is a really short update without any interesting gifs, videos, or pictures, but I really felt like I needed to give you guys an update as to where everything is and where it’s heading in the future. I hope to have something exciting for you guys next week… And by ‘for you guys’ I mean for me, and by ‘something’ I mean emigration and a finite state machine. Programmers are weird.