Thank you for making these videos. I’m having a very hard time right now finishing my Computer Science degree. Seeing your progress really keeps me motivated.
В игре пригодилась бы раздельная настройка разрешённых областей для разных юнитов, если когда-нибудь появятся непереносимые полезные объекты на карте. Ну, например, если на одной части карты будет чернозём, а на другой - ископаемые, то группу можно будет разделить на две части и поселить рядом с их работами
Пока предполагается, что уходить далеко за ресурсами должно быть невыгодно, и удобнее их покупать у соседних поселений. Но в будущем что-нибудь в духе добывающих лагерей планируется, да :)
Love the series. I always get so, not sure what it is. depressed about certain devlogs Working on my own village simulator and this one is just soo much more interesting. Although to be fair to me, this looks more like an RTS and Civ builder. I am working on a single player experience. However, I love the direction and scope you're going with. It really looks like a good Dwarf Fortress type of game, and hope you continue its coming together very nicely. I love your engine and hope it does well for you. Everyone just makes the same thing over and over again.
I also really enjoy your energy resting system. It adds a LOT to the game in just a simple way. I came up with a similar idea, because I did not want the player to not be able to move. BUT your system also has a LOT of merits.
Thank you so much! It certainly does have some RTS elements, but in the end it will look very different from your typical RTS. And, yeah, it will definitely be single-player, the scope is already quite large, I just won't be able to handle adding multiplayer on top of it (unless by "players" you also mean surrounding villages, which aren't present yet, but they will become an important part later on).
I asore how your little guys start showing their character already, doing unexpected things like taking a rest on a stump or snacking off a bush. I say you should encourage then to do more cool little things like that!
This looks great so far, One recomendation I have is to change the fade that tree trucks have when in the tree hiding view. Even if it does look great while not watching through youtube, a lot of people decide weather to buy a game based off of videos on youtube, and this current effect could disillusion some prospective buyers due to how youtube compresses videos.
coool man! will u add a filter for the selections, like to allow only items in the floor or trees, or plants, or anything, whatever! it will be rlly usefull if ther is a lot of things in once place and u want to select one type of thing, anyways, have a nice day making ur game!
would be cool if along with an auto-harvesting zone, you could have an auto plant zone where they bring seeds to plant mushrooms or trees or whatever and harvest them
The idea is that mushrooms can only be foraged and not planted. However, there will be a lot of other things to plant, and there definitely will be special zones for that!
Hey, great progress in general, however I'd personally rethink your "tree removal shader". Shader looks good, but the resulting plain full of stumps doesn't. However, since it's needed for gameplay, it will be the default view all players would see all the time. I'd enable it automatically for the relevant tools/scenarios, or just around the important objects (so that you could see mushrooms through the forest canopy), disable leaves only when zoomed in, and things like that. I don't really have anything concrete, sorry about that, but just look at say 6:02 for a few seconds. That would be your game visuals most of the time. You'd practically loose all forests and play a very plain looking scene.
@@lisyarusI might recommend only having the shader affect trees within a certain radius of the cursor, or perhaps binding the shader to a key on the keyboard so it isn’t always active.
Thanks a lot for your videos, they are kinda inspiring even for me as just a frontend dev. Just wondering, what is meant but "your own engine"? Is it some c++ stuff with all implemented by yourself rendering stuff etc? Is it similar to the content that I watch on "tokyo spliff" channel? But in your case, it's a bit different kind of rendering as I understand.
Thank you! Yep, the "engine" us just a lot of C++ code that helps me build what I want. It uses SDL2 library to create a platform-specific window, and OpenGL or WebGPU graphics API for rendering. I've looked at "tokyo spliff" and yep, there will be many similarities in the engine part. However, my engine is a bit unconventional - it doesn't have anything like a "scene graph" found in many engines, it doesn't have built-in editors, it doesn't even have a rendering engine, just convenience wrappers of the underlying graphics API (I love re-implementing the rendering engine for each project, to learn stuff, to make something unique, and just to see where it gets me). My engine is structured as a bunch of loosely-coupled C++ libraries, many of which can be used on their own. If you're interested, I keep the "engine" part open-source here: bitbucket.org/lisyarus/psemek/src/master It's not really meant to be used by many people, but I mostly try to keep it quite readable :)
Thank you! Yep, I do need music, but I'll probably start working on it in several months at least. Drop me an e-mail, I'll be sure to write down your contacts!
Keep the blueberry bug. Having your villagers snacking while working just increases realism.
I too enjoyed the idea, visualization and a quick snack. Would save a logger some time, to just munch on a berry and continue working.
Thank you for making these videos. I’m having a very hard time right now finishing my Computer Science degree. Seeing your progress really keeps me motivated.
I love the emergent behaviour of them sitting on the stumps to rest after felling the tree. Keep up the good work!
one alternative to hiding tree tops would be to add animations to bend their trunks out of the way of the camera
Looks cool! I love it when the game is so dynamic that behaviour emerges that even the developer could not predict!
В игре пригодилась бы раздельная настройка разрешённых областей для разных юнитов, если когда-нибудь появятся непереносимые полезные объекты на карте. Ну, например, если на одной части карты будет чернозём, а на другой - ископаемые, то группу можно будет разделить на две части и поселить рядом с их работами
Пока предполагается, что уходить далеко за ресурсами должно быть невыгодно, и удобнее их покупать у соседних поселений. Но в будущем что-нибудь в духе добывающих лагерей планируется, да :)
JUST AMAZING!!!!!
yesss! lets goo, i love this series
01:10 Love that passing out from working too much counts as sleeping 😂 The capitalist dream right there.
Love the series.
I always get so, not sure what it is. depressed about certain devlogs Working on my own village simulator and this one is just soo much more interesting.
Although to be fair to me, this looks more like an RTS and Civ builder. I am working on a single player experience.
However, I love the direction and scope you're going with. It really looks like a good Dwarf Fortress type of game, and hope you continue its coming together very nicely.
I love your engine and hope it does well for you. Everyone just makes the same thing over and over again.
I also really enjoy your energy resting system. It adds a LOT to the game in just a simple way.
I came up with a similar idea, because I did not want the player to not be able to move. BUT your system also has a LOT of merits.
Thank you so much! It certainly does have some RTS elements, but in the end it will look very different from your typical RTS. And, yeah, it will definitely be single-player, the scope is already quite large, I just won't be able to handle adding multiplayer on top of it (unless by "players" you also mean surrounding villages, which aren't present yet, but they will become an important part later on).
Este proyecto tiene futuro hermano. Te mando suerte desde Catalunya, España. 😁
I asore how your little guys start showing their character already, doing unexpected things like taking a rest on a stump or snacking off a bush. I say you should encourage then to do more cool little things like that!
So cool
very nice
Приятно что в видео есть полноценные русские субтитры) Надеюсь, и в игре русский язык тоже будет)
Боюсь, это авто-сгенерированные, я сам заливаю только оригинальный английский текст.
А в самой игре перевод обязательно будет!
Starting to look similar to foundation :)
yes more!
This looks great so far,
One recomendation I have is to change the fade that tree trucks have when in the tree hiding view. Even if it does look great while not watching through youtube, a lot of people decide weather to buy a game based off of videos on youtube, and this current effect could disillusion some prospective buyers due to how youtube compresses videos.
coool man! will u add a filter for the selections, like to allow only items in the floor or trees, or plants, or anything, whatever! it will be rlly usefull if ther is a lot of things in once place and u want to select one type of thing, anyways, have a nice day making ur game!
Yep, probably! Soon I'll start working on the UI and I might add things like that if testing reveals that they are needed.
would be cool if along with an auto-harvesting zone, you could have an auto plant zone where they bring seeds to plant mushrooms or trees or whatever and harvest them
The idea is that mushrooms can only be foraged and not planted. However, there will be a lot of other things to plant, and there definitely will be special zones for that!
Hey, great progress in general, however I'd personally rethink your "tree removal shader". Shader looks good, but the resulting plain full of stumps doesn't. However, since it's needed for gameplay, it will be the default view all players would see all the time.
I'd enable it automatically for the relevant tools/scenarios, or just around the important objects (so that you could see mushrooms through the forest canopy), disable leaves only when zoomed in, and things like that.
I don't really have anything concrete, sorry about that, but just look at say 6:02 for a few seconds. That would be your game visuals most of the time. You'd practically loose all forests and play a very plain looking scene.
I think you are definitely right, thanks so much for a thoughtful comment! I'll let it cook a bit in my head and see what I'll do with it.
@@lisyarusI might recommend only having the shader affect trees within a certain radius of the cursor, or perhaps binding the shader to a key on the keyboard so it isn’t always active.
That's exactly how it works right now, it's bound to a key :)
It's incredible!
Looks amezing!
Thanks a lot for your videos, they are kinda inspiring even for me as just a frontend dev.
Just wondering, what is meant but "your own engine"? Is it some c++ stuff with all implemented by yourself rendering stuff etc?
Is it similar to the content that I watch on "tokyo spliff" channel? But in your case, it's a bit different kind of rendering as I understand.
Thank you! Yep, the "engine" us just a lot of C++ code that helps me build what I want. It uses SDL2 library to create a platform-specific window, and OpenGL or WebGPU graphics API for rendering.
I've looked at "tokyo spliff" and yep, there will be many similarities in the engine part. However, my engine is a bit unconventional - it doesn't have anything like a "scene graph" found in many engines, it doesn't have built-in editors, it doesn't even have a rendering engine, just convenience wrappers of the underlying graphics API (I love re-implementing the rendering engine for each project, to learn stuff, to make something unique, and just to see where it gets me). My engine is structured as a bunch of loosely-coupled C++ libraries, many of which can be used on their own.
If you're interested, I keep the "engine" part open-source here: bitbucket.org/lisyarus/psemek/src/master
It's not really meant to be used by many people, but I mostly try to keep it quite readable :)
If they chop down a whole forest, will they be unable to gather mushrooms&co from the area?
Yep, they'll have to find a new forest!
To be clear, foraging isn't going to be the primary long-term food source :)
Hey! I love this! Do you need music for it? I am an audio engineer and composer.
Thank you! Yep, I do need music, but I'll probably start working on it in several months at least. Drop me an e-mail, I'll be sure to write down your contacts!
this game is cool but it's a bit too much like Sapiens, I recommend to think how you can set it apart from that
Anyways fun vid thx
Hello there
Phone addition down the road please?
You mean a phone edition? Highly unlikely, unfortunately. Porting for mobiles would require waaay too much redesigning.
@@lisyarus damn 😔
I love this so much! Do you have a discord?
Thank you! Not yet, but I'm thinking of making a discord server quite soon.