Much like the Colonial Marines, sometimes you just got to go on a bug hunt. Cultura is at an alpha stage. You can do things and these things probably have bugs or crashes. I'm here to get rid of those bugs using the power of my pulse rifle.
Right now, there's one glaring issue that will slowly get worked out with some placeholder graphics and dummy test values for growth/resource count; everything is a ****ing strawberry. Why? I don't have the graphics for 99% of the resources in the game and also they don't have their values properly set yet. So most of the resources look like strawberries and I'll have to slowly replace everything to get it to a reasonable test state (and then later replace those graphics).
Anyway, the easiest way to talk about what's going on is a changelog:
- Added a cost to a cave so that it is a buildable structure
- Placing buildings respects territory ownership
- Create open area at start location for a starting cave
- Added a cave
- Harvest node or animal respects territory when deciding drop off point outside of a storage building
- Removed silverleaf and replaced with darkwood
- Added graphics and basic resource information for all eight types of wood, at least wood will stop looking like strawberries
- Fixed resource node generation, was only making the last item type of each resource node type
- Fixed resource node generation which put nodes on top of each other, passability map wasn't being updated properly
- Added Jump Point Search to help with pathfinding performance
- Fixed world generation of animals, unit ids weren't added to nature faction
Lingering issue: Pathfinding is toooooooo slow.
Another lingering issue: Everything looks like a strawberry. Hard to tell things weren't strawberries. People starved to death due to this.
Here's a screenshot of the current state. Some test graphics and also test graphics for the border.
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