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Well, after the open source announcement and the final sale that some of you wanted, the game will finally be removed from Steam on Friday the 19th August at an unknown time. Sorry for everyone who believed in the game but also a big thank you for all your support that I have received during the time developing the game. It wasn't at all for the bin. I learned a lot and I am applying that knowledge right now in building a base project. A project that has all the core features like savegames and my data-driven workflow that me and my programmer developed for Endciv. Instead of using the custom ECS Setup I move to Unitys ECS and DOTS packages. This allows for much higher performant games, hundreds of thousands of objects and I am intrigued to see what can be done. But I don't want to promise anything. Just so much that if you like RTS/Econ Sim and Building games and have some faith in my skills then you are invited to join the Endciv discord: https://discord.gg/ahazEZT Because this is the easiest place where I will post my progress and all the future steps, but don't expect posts and concrete projects too early. I simply say that because there are in general ways to benefit owners of Endciv in one way or the other. Farewell!
A stripped-down version of the game is now open source. Functionality and content is limited: https://github.com/McDev02/Endciv-OpenSource In case you need support and help with development visit the Discord Server: https://discord.gg/UC9PjhF In case you have a concrete interest in continuing the development of Endciv as a "fan" project or your own derivative of it, based on the full project and additional sources, then reach out to: contact@crowbox.de All this is done to provide potential content for customers as I have promised in the past if development won't finish. Maybe the game will continue somehow, maybe other games are made quicker with parts of the code base from Endciv. Maybe a new open-source and free game will be made and I am glad to help if I can as this project is not easy to work with but provides the fundamental basics to kickstart a project quicker. Not only for personal reasons development of Endciv had to be halted and is now finally taken down from sale on Steam as soon as possible. EDIT: I'll consider the sale/price drop beforehand.
Hello Everyone. Today Id like to explain a few technical aspects of what we have been working on recently. The next playable update to download will be available in June.
Grid map data
The map is divided into grids. As you can see here, the resolution of the grid is two times higher than the grid you see when you construct buildings. The reason for that is that it allows us to end up with a variety of patterns when placing buildings.
As you see below in the middle, there can still be a path between objects even though they are placed next to each other. If we would allow you to build on the small grid then you would have much more micromanagement to do in order to keep the desired space.
For some objects this is not the case, such as houses. Those you can place wall on wall while their full area is not walkable by units. The blue cells indicate this, those have a special value. This also means that we can have multiple objects on the same grid cell as long as the rules allow it.
We add more and more layers but this has proven itself. It aids performance, decoupled code architecture, and multithreading to read the values from the grid map rather than iterating over entities and their data.
Grid map Simulation
We have several layers of data that are derived from the core data which we assign through the terrain or the buildings. Some of them are updated constantly but at a low rate. Due to performance issues, these layers had to be downsampled and we could even downscale them once more if we have to.
The system works good and on a separate Task (C#). Currently, we only suffer a bit from garbage allocation but we will tackle this next week, the core algorithm is very memory friendly.
Open Area
Used for pathfinding. The trader vehicle is a much bigger object than a human being. The vehicle should avoid narrow paths where it wouldnt fit or had issues to steer. By using thresholds to cost on such tiles (on Dijkstra integration cost) we achieve that the vehicle bypasses narrow paths.
Nevertheless, this is a threshold and not explicit. If the required bypass becomes too big then the vehicle would even drive over piles on the ground.
Density
Indicates how densely an area is cultivated. This can be used to find out where city borders are and where it might be nicer to live. Animals will usually avoid the town area. Therefore children usually stay within the town area. Well, usually.
Pollution
So far the only simulated value. By that I mean it changes over time. If there are corpses, waste or unclean outhouses then their environment will become polluted. Once the source of pollution is gone the area will recover.
Pollution is not only stinky but also a threat to health. Food will rot faster in polluted areas and that can be a tipping point as rotting food causes organic waste which causes a higher rate of rotting.
Islands
Island IDs are used for pathfinding and tell the AI if there even exists a path between two points even before a pathfinding algorithm is being initiated. For each encapsulated area there is a new island. There are also portals (general term for doors, gates, stairs, etc.) that can connect islands.
There are many more data sets but these are the derived data sets.
Entity Component System
We are using an Entity Component System (ECS). In short form, this divides the code into entities, components, and systems. All aspects in the game like a building or a unit is an entity with various components assigned. Components are for instance Production, Cattle, or Inventory which hold relevant data and can be saved to disk.
Most of the game logic is performed in systems. Usually, there is one system for each Component but some systems also handle multiple components.
We use this right from the beginning but made tremendous changes to the code base. Now it is much more flexible and easier to extend and maintain.
Our entities are designed in the editor using ScriptableObjects which we call StaticData. Here is an example of what this looks like for the pasture.
Notice that it has a pasture component which (in fact its system) is responsible for most of the logic of this building but it also needs other components like the inventory so it can store food for the animals.
Also, each building has a construction component that defines everything required to construct the building.
Energy/Power system
We developed a new system for power. Power is a general term, it can be produced by various sources: wind, solar, combustion, and electricity.
Electricity basically is only a medium for power and was generated by one of the other sources.
What we changed was the way power generation and consumption happens. We are now very flexible in designing new facilities, thanks to the new ECS setup.
For instance, each component can be powered. By default it has an efficiency of 100%. When we link a power source to the feature then the efficiency will be defined by the source instead. Here are some examples to illustrate this:
A workshop only requires labor force, therefore the production component has no power source attached.
A workshop that requires electricity is linked to a power source: electricity component and will therefore only work if it is connected to the electricity grid and power is available.
A solar collector has a power generator component which is connected to a power source: solar component. So depending on sunlight the efficiency of the power generator changes and outputs more or less electricity.
The flexibility here is that we can use the same component and change its behavior by simply adding another component and leaving the other one unchanged. But most importantly each existing component class like the production component does not have to know anything about the power system at all.
Next up I will go into more detail on the gameplay related updates and what is planned for the next few months.
Hello Everyone. Things are taking a little longer but more and more features are coming together right now. Here is a list of the recent developments and what you can except soon.
Construction Animations
I was planning this for a while now and finally I could make a first version of this system. Without performance loss each object can now grow piece by piece. I will add this animation for each building one by one to replace the placeholder scale-up animation we currently have.
Performance note
Shadow rendering is not very efficient right now and I noticed on a slower machine that the game can run very slow. Also the shadow options seem not working properly. So if the game runs bad on you machine it can be related to that issue and I will provide the option to reduce shadow quality that really aids performance. In the long run I will also be able to improve overall performance so that higher quality will also run on slower machines.
Refactoring and labor force
As you may know this game is mainly developed by one programmer (2 days a week) and myself (up to 4 days a week). That is not much workforce at all.
Usually we are very effective and get things done without major tweaks and issues afterwards. Although from time to time you must maintain code and one of these things was our Entity-Component system as well as the AI system. Originally it was developed by myself, but my programmer had a few ideas to streamline the system.
What I try to explain is that it took him about 6 days to make these changes which results in 3 weeks as he can only work fixed hours per week. Also this prevents me from doing anything game-logic related. That is the downside of such a small team.
Therefore, we will only make such changes if they seem necessary and provide a benefit to the development process. With the growing number of components/features it was necessary to make this change. Adding new features is now much easier and some aspects like saving the data is automated by that framework.
As a result the video was delayed and I want to update it once the new features are in the game.
Weather and season system
I was working on the weather model and came up with a rather simple solution that seems to fulfill all requirements. For example the weather should be predictable and consistent. For example, If you play three matches with a slight change of rain then the average amount of rainfall of all three games shall be similar and not rely on luck.
Here are two graphs which show the same weather seed with two different parameters. If it is cold enough rain will turn into snow. You can notice for example that thunder is much more likely in summer and very unlikely in winter, which is usual at least here in Europe.
The major benefit of this system is that it can be adapted quickly by providing different presets. Later in development I plan to offer different scenarios like hot and dry weather or heavy winters.
Rain sounds have been added, too. Thunder, wind and all the other sounds will be added step by step.
Texture Streaming
Currently the load times of people are very slow. I therefore added async texture creation so if you have many people in your city and load a savegame for example the people may remain grey for a while. Later I will improve this to load much faster, there are several ways such as utilizing the GPU.
Cattle and Farming
We are improving the agriculture and livestock aspect of the game. Farming is already part of the game and will be updated with the next build.
Cattle is in the making but I cannot promise that it is in the next build already but most likely in the second next build.
A more technical related post will come later this week.
Thanks for reading!
Screenshots on the store front have been updated. A video will follow!
Today I want to go into more detail on what is new. Next to the UI update you basically got more control over certain aspects. That is a general way this early access plan works, first we may introduce features in a simple way and then add more control and details to it over time.
Town info
There are banners on the top panel which tell you what is going on in the town. You can click on these and they select the affected entities or open a window. Here they show 5 homeless, 2 thirsty people, an available trader and 2 people who want to join the town.
Toolbar
On the bottom of the screen is the toolbar. I tried color coded underlines, let me know if you like that. It shall be pretty self explanatory but here is a hint:
Notice: People now autonomously gather resources from the environment. With the pickaxe tool you can mark these piles which shall be gathered first. You can adjust this later but for now people gather resources as long as you have at least 10% empty space in your storages.
The notifications that pop up on the lower left hand side of the screen currently disappear when you click on them but they shall behave the same way.
Trader
The trader finally made it to the game. He will come in various iterations but currently at least each 3rd day. A trader truck arrives nearby your town. When you click on it you can open the trader window for a limited amount of time and make only one trade. Then he disappears.
We dont have to talk about balancing yet, this will be a task lasting beyond the early access state. Also some of the items dont make sense currently but we are about to change this next.
Rations
You can now adjust how much food and water your citizens consume each day. People can survive quite a while without nutrition but become unhappy quite quickly.
Later the options in this window will be extended, e.g. water consumption for hygiene or other things will be necessary.
As a side node these windows can now be dragged around and they will snap to each other.
Immigration
In order to get new people to join your town you first need to have excessive housing space. Then according to this value more people will ask for shelter. You can click on the blue banner on the top of the screen to open the Immigration window. There you can accept or deny a group of people.
For further iteration there shall be stories of each individual group and the kind of people you can choose from will vary. Also it would eventually cost you reputation if you dont accept a lonely group of children for example.
Children and society
Economically children are actually a burden. They work only up to half of the day as adults do and they only perform labor tasks. Also children get shelter and food in a higher priority than adults. But of course they will have positive effects on your society, but currently there is no such feature. Children usually equal family and families are more likely to behave properly. If you have a town only full of scum then you will have a lot of trouble.
That was a quick introduction. I may can go into detail of some more development related changes next.
Thanks for your support :)
Hello everyone!
I know, I betrayed you guys again. To me Steam is still a platform for release related things and sadly in the past 3 months the game was not ready to be published.
For the most part of this year only I was working on the game but my programmer will continue as usual from next week. Reasons for that was that I had to deal with other things first before I could have someone else working on the project.
Now when my programmer is again working on the project we are not only having better pace again but I can also deal with other things such as communication, graphics etc. and as these fundamental work is done we can now focus on new features again which make regular updates a given.
One of such issues was that I ported to a new Unity version but apparently it turned out that this produced a major bug in the editor and downgrading again took me a whole weekend for example.
One of the big updates and why it took so long was the UI. Maybe it sounds not that important but it was really necessary. With the UI redesign not only the visuals changed but a few things under the hood. So for example there now is a true retina UI which means you can scale the UI up if it is too small and the quality doesnt suffer from that.
Another thing is that you can move most windows around now and they snap to the screen and other windows.
But also usability has improved a lot as you will notice. UI is one of the most time-consuming aspects of game development but now it is done.
The new version is out and I will update the media on the Frontpage this week. Lots of things have changed and one article is not enough, therefore I will give you the first insight tomorrow.
Just one shot here, weather was included again. Seasons are not yet part of the game but soon.
Hello everyone! Finally a new update is out. Many things have been improved as you might know from Facebook and Discord. Again a lot of boring and background work has been done but these core features are about to wrap up. During winter we can add some more exciting content to the game!
There is a small update today. We worked on the notification system which informs you about what happens in the game.
There only is one set o objectives (on the left side on the screen) but it will soon be extended. A few of these tutorial objectives are already designed but need some time for implementation in the game.
Furthermore there shall be additional information which pop up when you click on these objectives and when new ones come up.
We can also tell stories with this system later on!
A new version is out, this mainly improves usability and bugfixes.
About an hour ago we released the reboot version of Endciv.
The last two weeks have been very productive. The game is very stable and it's fun to develop it again. How to balance and expand a game that only produces glitches after every little change. This was unfortunately the situation in the currently available version. Of course, bigger bugs can still occur, but the foundation is solid! We can finally work more on extensions instead of running in circles as we did before. The expected update is now planned for Tuesday. The current version is already fine, but there are still some needs, i.e. the tutorial has to be extended and a few missing UI elements have to be added. It is also intended to adjust the steam-page and the media contents.
Hello together. Unfortunately, the deadline could not be met in September. There were some things that had stolen some time. My day job as very demanding recently. After all from November I work part-time and currently I have two weeks off :)
It is of course better if the first release includes everything it should have. Nevertheless, good progress was made in September. Some features have been added like the departure of buildings and the user interface has been extended.
Anyway, there will be the game version in two weeks, with update of the front page. The roadmap was recently updated as well. The page is not complete yet, but it's already showing the changes and content. http://www.endciv.de/roadmap
The new 3D artist will be briefed this and next week then we can finally start to creating the buildings. I think there is a good compromise on quality and flexibility, but more in a few weeks.
People in any case have some variations:
Current tasks are the citizen simulation. Currently they only work, but they still have to eat and drink and the resources have to come from somewhere. For example from the farmland and water collectors.
Hope you have some patience, thanks for your support.
I may have raised a few questions, so I would like to explain the current situation again.
We are working hard on the last features to publish a decent version at the end of September. As already said, it should include the main core features.
It is going to be closer for the first playable update of the new version of the game and September is set as a date. The update will replace the current game version, but I will keep it as an option in the Beta section of Steam for a short duration. My goal is to show you how the changes affect the game positively in the long run. Even though this new version came out completely out of nothing, it shall provide more gameplay than the current version does. The main tasks will be to collect resources, build shelters, produce goods and nourish your citizens. This version is mainly meant for you guys who already own the game. I can not yet predict how much fun it provides, but over the next couple of months it will grow continuously.
Hey Folks. We are making great progress now! June was not a good month, there have been a few things to deal with like a new computer to set up and I got surgery, but just removal of metal parts. Also a bit of time went into setting up tasks for artists, one of witch I am still waiting for a reply and maybe I need another one. This week we will tackle Construction, Resource Gathering and just today finalized Production.
Hello Everyone. April was a productive month. We managed to get more basic systems in place such as the main menu and a proper loading and exiting routine which is not as trivial as it might sound.
Hey everyone. Its time for an update. For my excuse, we are very busy right now to get the main game mechanics done. Yes, you read right, I hired one of the former programmers of Endciv again and he will help me for at least half a year from now on. Also he is a good programmer and not the reason why everything was so broken last time. For task management I moved over to HacknPlan, I recommend that for other developers. It has all the basics of Jira while not being so complex. We implemented a few basics like the save game system, player configuration and the inventory system. The latter one took some more time but will never annoy us again, it works great. In fact it is very similar to the previous one but all the pitfalls were removed.
Hey everyone. Its time for an update. For my excuse, we are very busy right now to get the main game mechanics done. Yes, you read right, I hired one of the former programmers of Endciv again and he will help me for at least half a year from now on. Also he is a good programmer and not the reason why everything was so broken last time. For task management I moved over to HacknPlan, I recommend that for other developers. It has all the basics of Jira while not being so complex. We implemented a few basics like the save game system, player configuration and the inventory system. The latter one took some more time but will never annoy us again, it works great. In fact it is very similar to the previous one but all the pitfalls were removed.
This is the second part of the January update. Read Part 1 here. I refined the materials of the game and how they are made and relate to each other. But first there is a quick info on the types of buildings.
This is the second part of the January update. Read Part 1 here. I refined the materials of the game and how they are made and relate to each other. But first there is a quick info on the types of buildings.
Hey everyone. I made some good progress last month. Most was about game design and mechanics but I solved a number of issues and wrote down the basis for implementation into code. By next month I believe that there will be a good amount of game mechanics working such as collection, storage and production. Sure that already works in the current version but as I said earlier there will quickly be more diversity and depth to all of it. More can be read here. I know the shop page is out of date and it is still on the list to become updated.
Hey there, I certainly have to make things clear. Time is passing by quickly and I actually cant believe it is already 4 months after my last post, I had some posts planned but postponed them all the time. I did a lot of fundamental work so far and it wasn't worth an update. Next year you can expect regular updates.
Hello Everyone.
It has been a few months now since the development of the game has been halted and I was surprised on how kind some of you reacted to that. As I went back to the Steam page a while ago I expected some bad readings but this was not the case. The community is still small and this can be an advantage as I believe that the damage can be smoothed out.
Info: The game will remain on Steam and will be updated.
It was my fault
What I want to tell you today is that Endciv will receive a reboot. Endciv is at it's current state and vision like a misconfigured and misassembled machine. It started like it should have but during those numerous changes in my and my team's situation it morphed into something else and I was blindfolded from time to time.
In hindsight you could say That escalated quickly. It basically became two games in once and was just stuffed with ideas and features as there was nobody that could prevent me from doing so. I tried to keep it alive but it just didnt work and issues were piling up. The following image describes it well:
This is how I saw the game for the past year or so. I knew it was wrong and I wanted to fix it. I havent realized that I was on the wrong track. Endciv like what it is today is not what it should be and not what it ever can be. Dont get me wrong. the major vision still remains but I have to cut all those features which do not provide a favour to either the gameplay and the development process. Pooping dogs that leave their stuff as a physical material on the ground? I don't think that we need that. Weather, Combat and Trade is all still very well for that game. The issues are not in the bigger picture, but in the details.
Think small
Having an AI that works more like the Sims or RPG Characters combined with a city builder may works, but not for me. You cant imagine what kind of stuff I drafted and how complex the AI is. But this is not good for scaling. You cant manage a big city with all that micromanagement and that complex mechanics running on the CPU. Therefore all the micromanagement content must be erased. No more experiments, no fiddled in features. This also means that the interiors of buildings will be sacrificed. It is much more complex to handle. I will make a solid foundation with simplified gameplay and a regular city builder as we know it. Once this is running well, we can together see where it shall go.
I will take some time to rethink this concept and how it can be organised on the development side. The Project will start totally from scratch. Of course I can make use of all what has been made so far but a total restart is the only way that will work out. Also I learned so much in that time that a new code base will enhance the game in many ways.
Plan C
Another reason is that I will consider the topic Open Source. I am not sure about that and one reason simply is third party content in the game. The current version is impossible to publish without a major review even though most of it was made from scratch.
But one thing is for sure if I will find myself again in the situation that I can no longer support the development then I will publish the new source of Endciv.
I will be back in some time, dont expect me to have news within a few weeks. But I am already on it. Thanks for standing by.
Hello Folks. It has been a year now since Endciv was released and it was a great experience to develop this game. But this is not the full truth, it was quite depressing from time to time either and the game is far from where it was intended to be now. In the past I attended other jobs in order to get some income which is one of the reasons why development was paused in-between. The game was planned to be developed by a team of people and it started as such. As I then continued on my own and hired freelancers I was always optimistic that it will turn out as it should. When I start a business I want it to be sustainable all the time and the risk I was willing to take was still not enough to go all-in on this project. Endciv is a complex project which requires a lot of work for individual features. My expertise is technical art so I wanted to have nice graphical features and content in the game, the downside is that all of this has to be produced by artists which are capable of doing it. Especially the people in the game are an issue. They should be modular which requires a more complex rigging process. Also each animation must be created and managed in code each time a new feature would be added. These are all things that either require time or additional workforce. Not that this is not doable but keeping all the other things in mind especially the countless debugging turned this game into a burden. If you want to do a professional project then you require a professional environment and this is the part where I failed.
https://www.youtube.com/watch?v=95h_n46WI04
Just in time there is a winter themed update to Endciv. You can now adjust the starting season in the game to play in winter for example. (But it doesn't affect gameplay yet).
http://steamcommunity.com/sharedfiles/filedetails/?id=823511203
Highest priority was to stabilize the game and therefore not many new features have been added. But one helpful improvement is that you can now move small already built objects.
We are still working on more updates, savegames are coming closer.
http://steamcommunity.com/sharedfiles/filedetails/?id=823511501
We wish you Happy Holidays.
As posted on the Discussion section many new features are currently in the making and are to be expected during the next months. The Savegame feature should also come this year.
Here is an overview of the assets which are going to be created this month or later this year as well as some additional information to describethe context. I made the following concepts myself so the artist's work is yet to come to fill in the missing onesor to add detail.
Merchants
Travelling merchants will visit your town from time to time and there are various types of them with special goods and prices. You would have to buy animals or crop seeds from them in order to start agriculture or animal husbandry.
Carts
Carts function to transport greater amounts of goods from one point to the other and will be relevant at a later stage of the game.
Waste management
If a dumpster is relevant is not yet decided but a Composter will help to generate natural fertilizer.
Another interesting procedure is to convert these feces into power and I will further investigate the possibility to add this to Endciv. But I assume it is (in real measurements) only efficient for a larger amount of animals or people which produce the required raw material.
Here is an interesting insight on Poo Power.
Water collectors
Water collectors like the image shows will help to maintain the water supply in the early game. The 3D model here is just a quick concept. Currently there is a small (2x2) and a medium (4x4) version planned.
Wells
Later on wells of different sizes can be constructed. I'd like to illustratethe full construction process in the game but this is a bit of work for the animation, but as the construction will take a couple of hours and days it shall be worth the effort.
Workbench
At a workbench simple object can be assembled, such as tools, cartridges, cigarettes and other utilities.
Lathe
A lathe is used to produce more complex mechanical and mostly metallic components. It has milling, drilling and bending machines and both electrical and manual elements. (When it has no electricity production is slower).
Can produce: Guns & Rifles, mechanical parts, cartridge-hulses, fastener
Workbench II (Fine mechanics)
A workbench used for fine work, it is more clean and organized than the others. It contains a number of fine tools (such as small screwdrivers, pliers, cutters, pens, fastener, cable), a soldering bolt and measuring tools (electronic measure, rulers, stencils).
Can produce: Microelectronic, electronically parts, lights, solar panels, generators and electronic tools.
Laboratory
Laboratory is used to produce synthetic products as well as to research. Appears more to be a meth laboratory than a school laboratory. Contains Distillery, blowtorch, small smelter and a number of substances (glasses or plastic bottles). Other content: glasses, buckets, tubes, pipes, pipettes, sprays, cans Can produce: Chemicals, explosives, synthetic fertilizer, medication etc.
Drafting Table
Angled table with a stool used to draft and research technology.
Kitchen
Some sort of Kitchen or butchery table is planned but yet just conceptually.
Livestock
Animal husbandry is an essential aspect for a thriving and big city.
Major: Chicken (eggs), Pigs, Cows (dairy products).
Secondary: Goats, Deer, Rabbits and Rats.
These secondary animals are conceptual and may turn out to be redundant.
To hold livestock there is the fences as well as Coops for small animals.
Eventually the size and freedom of the animal enclosures will affect certain aspects of gameplay. Maybe bad treatment let animals die earlier or affect productivity. It mayalso affects the image and satisfaction level of the town.
Dogs are not rated as livestock but can also be hold and breed. They are in fact halfway between animals and citizens regarding to behavior and parameters.
Electricity
Solar panels and Wind power plants are going to be implemented at a later stage and research is required to produce them. There are more concepts then these for wind power plants. It is interesting how broken solar panel pieces can be put together as shownin this video.
The campfire is going to be updated as well and will come in two sizes.
Bury mechanic and makeshift graves will come soon as well.
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