Welcome back, I am Jingcheng and I will be responsible for June's Development Report.
Map System
https://www.bilibili.com/video/BV1ET41137Nu
We have recently uploaded a video demonstrating some new features of our map.

First, we updated the political map to represent a more realistic and detailed situation of Ming right after the Tumu Crisis. A lot of vassals states and tribes are not represented correctly or at all in other games, this is something we want to change in Mandate Eternal.

We have also expanded the regions in South East Asia and Japan, this is most of the regions that the Demo will cover. Our content team is already working on filling out the specific names for regions.

We also solved some issues with the map borders, currently, the borders are consistent and smooth.

Graphically, the biggest improvement over the month was the water. We replaced the previous shader with a completely new one that supports reflections and refractions to show details of underwater terrain. The waves will also flow to the ocean current, which will be shared in a future video.

Speaking of oceans, lakes and rivers are an essential part of the map too. We tried to do something differently with our lakes and rivers are rendered, some games do not consider the effect of terrain height on the rivers and lakes, thus resulting in them being on the same level as the ocean. In high altitude regions, this results in very steep descends, turning lakes into craters. Our approach is to dig up a path of the terrain, and lift the water at that region to the height through tessellation.

We are also actively working on the rivers, because our game requires rivers to change dynamically, we have to work our a way to render them dynamically. This is a lot of work that we would have to do in the background thread.

In our map update video, we shared how precipitation and temperature changes can reflected on the map in real time. All of the data is calculated by a per region basis by our Geo System, instead of simple texture transitions. This is also a testament to our Map System's capabilities, paving a solid road for much more complex visualizations which would be required for the Population & Economy System.
Population & Economy System
The Pop & Econ System is perhaps one of the most developed system so far. In the past month, we have completed the mechanic for Farmer populations to change their social status, and we are almost done with serialization. Because of the peculiar workings of ECS architecture, we don't have an easy way to read and write data. We have developed our own serialization system to solve this issue, once this is done, we can expect to connect this system with other systems. This is also why we have a much more optimistic deadline for the Demo.
RTS System
We have also shared a video of our RTS system a while ago, and we have received a lot of constructive feedback to guide our development.
We have completely rewritten the moving mechanics for individual units, taking in consideration of acceleration and deceleration.
Soldiers will now rotate based on the degree of rotation, if the angle is greater than 180, then the army will simply swap as a whole, with the first row becoming the last row.
We have also rewritten sampling of unit heights on terrain, this should make movement on steep hills much more natural.

We have increased overall development effort towards the RTS system to ensure by the time we release the Demo, the RTS will be playable and enjoyable, with quality that can match up to other systems and mechanics. We plan to reintroduce other units into the system throughout July.

The RTS system was actually done a long time ago, with support for various unit types (infantry, archer, light calvary, heavy calvary etc). But because we had to migrate towards a different architecture that allowed for far more units, reintroducing the units takes time. This is something our RTS team is actively working on.
Political System
The political system is almost done with both content and framework, currently, we are implementing interactions with other systems (like introducing a new law that would effect the economy).
Every country will have its own political system, that is a completely different set of code written specifically for this country. It allows for 100% flexibility to represent any form of political system.
Military System
The Military System includes both the Army and the Navy, this system is different from the RTS system as it controls all military affairs on the large map. We will support auto resolve of combats, which does not penalize players but rather try to keep in parity with the RTS system.
We are only done with the design of this system in the past months, because it involved a very complex supply system. We are currently in active development of the military system and this will be the last system to be made before the Demo.
https://discord.gg/PnuftWBwEZ
[ 2022-07-20 13:32:56 CET ] [ Original post ]