For the time being, work is indeed proceeding with Planetbreakers. I still need to knuckle down and produce the solid game aspects of it - it seems the sooner I practice doing that, the better. However, before I could get myself to do that, I decided I'd like to tweak the wrapping a bit. I modified the flow of the screens the players go through when they log on. Then I moved along to perform some heavy tweaks of the map generation code.
Before |
After |
Next milestone is this: get all three factions in and playable in a rudimentary fashion. The goal has always been to have a persistent virtual world that the players can make changes to. However, to make the gameplay novel, I decided what I'm going to do is have each of three factions play differently.
- Terrans - These guys primarily are concerned with breaking down rocks and turning them into buildings. They're somewhat RTS-style, but this will play differently than most RTS you've seen. Less Dune 2/Command & Conquer/Warcraft. More Perimeter/Majesty.
- Natives - These guys are primarily concerned with agriculture, as their technology is largely biology based, and will control in a more Dwarf Fortress/Dungeon Keeper style of designating things to be done that the natives carry out.
- Independents - These guys are basically mercenaries. The Terrans and the Natives are out to wipe each other out. The Independents are out to get rich. They actually receive the greatest incentives to side with the underdog. They'll play out somewhat RPG style, probably more of an upgradable vehicular combat sim.
I still prefer the old method of map generation. Maybe you can mix the two, like say instead of circles you place down the peaks and have the altitudes drop off from there.
Unless you use a large number of iterations, a cellular automaton is not very good at generating nice mountain ranges.