Toned down the palette a bit on the ocean and grass tiles.
Also added forest and “plains” variations, replacing the fixed tropical palm trees and brown patches of land, also put some trees in front of them mountains to make them blend a bit better.
Started working on the rivers, gotta do some big changes on the model to pick the tiles based on the world model instead of the player’s perception (since the field of view can greatly affect it). That is, there may be a river tile you are not seeing to the east of the one you are seeing, the game should be able to pick a river fragment expansing eastwards, but right now it relies on perception data so it cannot know.
Another things to work in related to rivers:
- Linking together patches of river so they flow continuously
- Adding support for lagoons which will be a mix between the beaches and river models.
- Differentiating shallow ocean water to rivers.
As I feared, I’m ending up investing more time on the Java version of Expedition/Voyage than I anticipated, I just cannot release something half-baked… I’m even considering completing a bigger scope for it and releasing it as Expedition… my mind just keeps spinning and spinning.
3 thoughts on “Voyage – Better forests and rivers, darker land”
Great ! I just discovered that this project is still being developed… mind you, on the Roguebasin wiki and on the Bay12 (Dwarf Fortress makers) forum thread where I discovered it, people seem to think the project died years ago (in version 0.2.something), maybe you’d want to bump these if you plan on getting help from “the internet” to make it.
I’ll check the current state once I’ve figured out how to install Java properly on my Ubuntu, which is apparently harder than I thought.
Hi! Sure, need to check back bay12 once I release the new versiob which should happen around mid July… thanks!