Smoother Terrain Triangulation and Less Restrictive Building Placement
I have completely reworked the triangulation to make the terrain more flowing, less blocky. This increases the GPU needs, but the original style will still be available for lower graphic settings. Less Restrictive Building Placement Previously, Meeps could raise/lower terrain one elevation level for most buildings and 2 for special ones. They can now alter the terrain by up to 3 elevation levels for most buildings, and 4 for special ones. This greatly reduces the restrictions placed on building placement.
Previously, Meeps could only walk, and roads could only go, up and down 2 elevation levels (as indicated by terraces). They can also now traverse a maximum of 4 elevation levels, again lifting restrictions on where Meeps can go and how roads connect. Finally, this also makes pathfinding quicker, improving stability / performance. These changes are quite impactful, so I still need to finalize a few loose ends and test that everything still works properly, so the game will not yet be updated to include these changes - stay tuned, it won't be long! De Chelonian Mobile! Gideon
[ 2023-06-05 06:48:52 CET ] [ Original post ]
Good day, fellow Meeps!
I've been working on the following very impactful changes:
- An alternative terrain triangulation for a much smoother look.
- Relaxing restrictions on building placement, making it easier to find suitable locations.
I have completely reworked the triangulation to make the terrain more flowing, less blocky. This increases the GPU needs, but the original style will still be available for lower graphic settings. Less Restrictive Building Placement Previously, Meeps could raise/lower terrain one elevation level for most buildings and 2 for special ones. They can now alter the terrain by up to 3 elevation levels for most buildings, and 4 for special ones. This greatly reduces the restrictions placed on building placement.
Previously, Meeps could only walk, and roads could only go, up and down 2 elevation levels (as indicated by terraces). They can also now traverse a maximum of 4 elevation levels, again lifting restrictions on where Meeps can go and how roads connect. Finally, this also makes pathfinding quicker, improving stability / performance. These changes are quite impactful, so I still need to finalize a few loose ends and test that everything still works properly, so the game will not yet be updated to include these changes - stay tuned, it won't be long! De Chelonian Mobile! Gideon
World Turtles
Re: cOg Mission
Re: cOg Mission
Be a Part of the Journey!
Strategy Simulation Singleplayer EA
GameBillet
10.00 /
€
Game News Posts 58
🎹🖱️Keyboard + Mouse
Mixed
(39 reviews)
https://www.worldturtles.com
https://store.steampowered.com/app/1512050 
[2.33 G]
Please … help us save our Turtle … it means the World to us!
Is there anything more exhilarating than your first move on a fresh map? A small band of Meeps have gathered together with enough supplies to construct a basic resource gathering outpost. Expand their skills, improve their efficiency and guide them towards guilds, societies and more advanced structures. They, and their children, are going to need these to have a fighting chance of saving their Turtle.
Find and cooperate with other bands of Meeps scattered on the map. Work with the environment to improve negative situations and affect progress without destruction. Learn about your world and push back the boundaries of physics in order to advance.
Space can be a harsh and unforgiving place, especially to an enormous Turtle. Like the Meeps, their World Turtle also needs your guidance to stay safe and nurtured. And while you’re at it, maybe you can save some others as well…
I am a solo Indie developer. I joined the Game Dev party quite late in life, and got my first glimpse of Unity almost exactly 2 years before making the first demo of World Turtles, my very first game, available. I'm amazed at the progress I’d been able to make during these two years and owe a great deal of gratitude to various tutorial channels, plug-ins and artists whom I leaned on during the development. None more than Catlike Coding, whose brilliant Hex Map tutorial series kickstarted this entire endeavour.
I have spent a lot of time polishing the task queueing and progressive construction systems, utilising different threads, UI and more and I feel the basic foundation and technical mechanics of the game is ripe for branching off into various promising directions. The free demo is a small vertical slice designed to exhibit the commitment I have to developing a good-quality game and hopefully pique some interest.
I have a good idea of the general direction I want World Turtles to head in, but there’s a myriad of possibilities available for the execution. For now, I’m focusing on a single-player sandbox-type environment. This will hopefully be followed by a small campaign and a map editor. Having some sort of multiplayer capability would also be wonderful, but there’s a lot to be done before then.
I would love developing World Turtles further alongside a group of enthusiastic real-world Meeps. Please, join me and be a part of the journey!
Gather Some Meeps and Develop a Realm
Is there anything more exhilarating than your first move on a fresh map? A small band of Meeps have gathered together with enough supplies to construct a basic resource gathering outpost. Expand their skills, improve their efficiency and guide them towards guilds, societies and more advanced structures. They, and their children, are going to need these to have a fighting chance of saving their Turtle.
Explore, Examine and Cooperate
Find and cooperate with other bands of Meeps scattered on the map. Work with the environment to improve negative situations and affect progress without destruction. Learn about your world and push back the boundaries of physics in order to advance.
Save Your Turtle, Save Your World
Space can be a harsh and unforgiving place, especially to an enormous Turtle. Like the Meeps, their World Turtle also needs your guidance to stay safe and nurtured. And while you’re at it, maybe you can save some others as well…
Background and Vision
I am a solo Indie developer. I joined the Game Dev party quite late in life, and got my first glimpse of Unity almost exactly 2 years before making the first demo of World Turtles, my very first game, available. I'm amazed at the progress I’d been able to make during these two years and owe a great deal of gratitude to various tutorial channels, plug-ins and artists whom I leaned on during the development. None more than Catlike Coding, whose brilliant Hex Map tutorial series kickstarted this entire endeavour.
I have spent a lot of time polishing the task queueing and progressive construction systems, utilising different threads, UI and more and I feel the basic foundation and technical mechanics of the game is ripe for branching off into various promising directions. The free demo is a small vertical slice designed to exhibit the commitment I have to developing a good-quality game and hopefully pique some interest.
I have a good idea of the general direction I want World Turtles to head in, but there’s a myriad of possibilities available for the execution. For now, I’m focusing on a single-player sandbox-type environment. This will hopefully be followed by a small campaign and a map editor. Having some sort of multiplayer capability would also be wonderful, but there’s a lot to be done before then.
I would love developing World Turtles further alongside a group of enthusiastic real-world Meeps. Please, join me and be a part of the journey!
MINIMAL SETUP
- OS: 64bit Linux
- Processor: Dual-Core 2.4 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GTX 550 or ATI Radeon HD 6XXX or higher
- Storage: 2 GB available space
- OS: 64bit Linux
- Processor: Dual-Core 2.4 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 770 or AMD R9 280
- Storage: 3 GB available space
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