Catacombs and Cathedrals
It's been a long time since the last update. There was a solid week where there was unfortunately no work done. But since then we now have catacombs! There are lots of options for how the catacombs and are generated. The base is through diffusion-limited aggregation and tunneller agents. The options include a "black hole" option where the tunnellers fall directly to the closest cathedral or a drunken walk option where the tunnellers wander randomly. The drunken option has a modifier that can add weight to move towards the closet cathedral. You can also change the allowable tile directions for movement and connections, between just ortho and ortha+diagonal. You can also enable smooth floating point positions for the actors.
All of those options led to an update to the city generation menu and the creation of a reusable popup window. So now the cathedral options and road options are in separate popup windows and all the display options are in the collapsing section.
Next steps is to add the sewer lines and catacombs into the playable world. Once they are in we will need to add collision detection with the world walls (simply by not allowing you to walk on wall tiles for now).
I will also try harder to release earlier and more often when working on these pieces.
Thanks!
Files
Cobblestone Grime
Simulating a living science fantasy city and all its grime
Status | Prototype |
Author | ibGoge |
Genre | Role Playing |
More posts
- Text Mode GuiJul 31, 2020
- Sewer AccessJan 19, 2020
- Sewer Lines!Nov 10, 2019
- Sewer Pumping Stations, and Main RoadsNov 03, 2019
- "Thin" walls!Oct 25, 2019
- City Generator OptionsOct 05, 2019
- And some doorsSep 29, 2019
- IntroductionSep 28, 2019
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