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>> No.66308008 [View]
File: 522 KB, 296x241, 1685516853809730.webm [View same] [iqdb] [saucenao] [google]
66308008

>>66300414
That will probably change a bit with more playtesting and feedback, but since the simulation is granular, I think the players will have fairly simple input on what their nation does, more like suggestions/direction than direct control. So the player would place a waypoint somewhere that would say "settle in this general direction". And then most of the gameplay would come from interpreting the various world layers to make your nation do effective moves. And then there'd be diplomatic elements, probably at least some kind of war/alliance system. I'm trying to build things so it's easy to expand with more features in the future.
>>66283303
optimal lifeform desu

>> No.63211000 [View]
File: 522 KB, 296x241, 1695250320067861.webm [View same] [iqdb] [saucenao] [google]
63211000

>>63209855
Yeah, you really gotta think of ways to efficiently turn manhours into game if you want to get anywhere kek. Most of my past projects tend to get bogged down in extreme autism in some sort of asset-production, so I'm hoping going gameplay-first for this one will work better.
>>63210042
Thanks! It's always been one of things I wanted to do but never got around to.
Optimized a couple things, so I'm stress-testing with an impractically high-poly sphere. I might want to move this code to a C++ class, though the tri count should easily stay low in the game. Procedural mesh generation is one of those things that takes up a lot of computing, good candidate for being handled by the GPU as well.

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