Check them out here. It was weird this year, like, the review team started super fast and covered I think about 50% of the work in two weeks? but then we had the normal stall period and finally, when we were done we were halted by itch.io not helping us with some cleanup. (We may fall back to using my old reviewing system for 2022, where we had full control).
Our entry, Rainy Day, didn’t place too high with the review committee (as usual “:D) however they had some good comments:
“On initial look, this feels very bland. It’s a very typical looking green on black looking roguelike, but therein lies the hook. The obvious FF7 references – especially when the music starts up – when you start the actual game tugs on nostalgia so hard that it’s impossible to not get sucked into playing this.It’s a rainy day, and you’re spending it playing an old game and fighting evil.
As for the game itself – It’s a pretty standard hack and slash with gun, but the upgrade pods on each floor that you can learn a new skill in adds an extra layer, especially when they aren’t all combat skills. Increased carry capacity, increased FOV, power upgrades – there wasn’t a skill that could be learned that felt superfluous or pointless.
I got overwhelmed on the harder floors more frequently than I would have liked, but that’s fine, it’s still a great game. I’ll be trying the post 7DRL version soon, I enjoyed it that much.”
I like the aesthetic choices of the ascii alongside realistic sound effects its very immersive for the crawling through caves experience. I also liked the cute auto generated vhs tape names at the start and the rougenet link opening.
The perk system is interesting but some of them feel significantly worse than others, never really felt like I could justify the plasma rifle upgrades as in the 60 minutes i played i found 2 ammo pickups. The game play also gets pretty repetitive pretty quickly as the only real combat choice is when to heal although props for being aware of that and putting them everywhere because this could’ve easily been a game with a lot of no win areas otherwise.
I think the four areas was a little ambitious for this project as the game play loop doesn’t stretch out to that long of a scale well. If you continue to work on this id love to see how they would gain their own personality though!“
In a similar fashion to last year’s Emerald Woods, it seems the jurors wanted more, a sign of maybe a scope too big, although I feel this year it was much more enclosed. Maybe I could have gone for a single dungeon and polish the experience there, aiming to make replays more fun instead of a more content-full longer run, hmmm. The game was a bit unbalanced but the perks system worked well enough.
Again, the music and SFX played an important role in the success of the entry. Thank you Gecko.
In any case both reviews share something, it seems I was able to convey this feeling of playing alone at home on a rainy day, using the simple monochrome display (and the awesome music and sound effects, of course).
tldr: Roguebasin has been migrated to its own Virtual Machine at DigitalOcean, and upgraded to MediaWiki 1.36.0 + PHP 7.4.3. As a result, it’s currently running MUCH faster and hopefully will not have any downtime.
January 16, 2005. I set up the first version of roguebasin using a long-gone service called swiki.net, imagine it being a predecessor of wikia / fandom.com, only much less stable and feature-full. It soon went down and become unreliable as the people of r.g.r.d. jumped in to contribute, but it worked well enough to gather the attention of the community.
January 26, 2005. I got an email from DarkGod where he offered to host roguebasin at tome.net’s server. “The basin is a good idea, and I’d hate to see it fade away, the RL community needs something like that!“. He alongside “Pav” set up the first mediawiki installation, the foundations of the current roguebasin.
August 2, 2006. After being battered by spambots for a while, the wiki was no longer accepting new user accounts except thru a cumbersome manual process. We decided we had to change how it was operating so someone could take better care of the technical setup of the wiki. It was finally moved to roguelikedevelopment.org, the domain of the long-time roguelike developer Björn Ritzl, who would host it for almost 15 years.
June 19, 2011, RogueBasin was moved by Björn to a new and more reliable webhost and the roguebasin.com domain was set up by myself.
By 2021, there had been many reports of the wiki being too slow or going down sometimes. I contacted Björn and he agreed to hand over the hosting to me. I noticed we were still using MediaWiki 1.19 from 2012, probably due to having to stick with PHP5 on Björn’s hosting account so my first priority was changing that as well as getting it to its own more private hosting where we could scale resources as needed.
June 17, 2021. After almost 10 years of the last server movement, Roguebasin has been migrated from roguelikedevelopment.org hosting to its own Virtual Machine at DigitalOcean, and upgraded to MediaWiki 1.36.0 + PHP 7.4.3. As a result, it’s currently running MUCH faster and hopefully will not have any downtime. We also will be able to address the spambots situation with more modern weapons.
I also restored the logo, which was actually the result of a small contest we ran at r.g.r.d, the winner was Radomir “TheSheep” Dopieralski, who used to be very active on the roguelike community back then.
I also took this opportunity to update some of the front page content to the roguelike reality of 2021, because times have changed.
Coming up for roguebasin:
User list cleanup (not as easy as it sounds with thousands of spambot accounts)
NovaMundi is now available on Steam Early Access! get it now or wishlist it if you like what you see!
These past two weeks we focused on terrain generation and visuals; we produced 4 versions ending up in v0.28.2.
Procedural Vegetation Placement
Spent quite a bit of time in improving the “plains” biome, placing grass and rock objects on them. That may sound simple, but it required a lot of trial and error tweaking the quantity of objects (to obtain an adequate performance) and their placement (to look organic and nice).
While it already looks much better, we still need to do some work in the terrain texturing; we did some tweaks already in the strength of the normals, and changing the textures we were using, but it is still too random and patchy. We need to have it match more with the placed vegetation and the surrounding features.
Looking for a way to place the new vegetation, as well as to cover the forest biomes with trees (something that was left on a weird state after previous weeks’ changes on the biome placement), led me to make a big refactor on how vegetation was placed in the map. There were two different algorithms being used; the first one (“brute-force”) seeded the map randomly with trees and then “grew” in almost random directions from the seeded trees, and required a control structure to prevent placing too many trees clumped together (these collisions were expected due to the lack of control on the growth). It provided good, organic results, but there was too little control which caused issues when trying to match it with another features (like the biomes map), and overall I hate brute-force approaches personally.
The other, more recent algorithm, used cellular automata to simulate the growth. It had more control but its performance was far too slow because of the overall size of the map and the resolution of the vegetation grid. I could have made it work by subdividing the map but that would probably have brought additional complexities in the intersections.
So, I decided to replicate an algorithm I was already using for the heightmap generation, making it a bit more generic. It’s a mix of the two previously described, with objects being seeded into the vegetation grid, but instead of having a C.A. run thru all the matrix (expensive!), the seeded objects are added to a queue, which is processed checking each object for growth into the adjacent cells (with a % chance). When a cell grows, it gets added to a new queue, repeating the process a number of times. This, together with making the final location of the objects a bit fuzzy so that they don’t look like they are aligned in a grid, seemed to bring the best of both worlds together.
I used this not only for vegetation but also for rock objects; I’m not completely happy with how they currently look though… we still need to do some work in their visuals for them to blend together with the terrain.
Yet another third big refactor was needed to make it easier to add new types of vegetation to the generator without having to duplicate boilerplate code to load the new prefabs correctly; all these refactors also allowed fixing these cases where a single tree stood in the middle of the map, and acted as if it was a forest, since now the check is made versus the map of biomes.
Terrain Visuals – Vegetation
In addition to the placement of the objects in the map, a lot of time was invested to make these objects look nice in our overhead perspective and dynamic lighting conditions. This involved a lot of experimentation with the different assets our artist had created, selecting which ones worked and tweaking the shaders to be used and their parameters (balancing their level of detail with our camera distance).
Another small but important change that was made, was tweaking the material of the existing forest trees, for them to be much less reflective and thus appear darker and greener for most situations. We probably changed them as part of the many iterations of visual tweaks and didn’t notice how bright they looked. So now they make the entire landscape look closer to the are we are referencing (the high Andes)
New Enemy Unit! Conquistador Cavalry
The Conquistador Cavalry is a quick unit with high attack that shows up in the later stages of the invasion and will test the skills of the player. On their current shape they are already formidable enemies, but we will be adding a special attack for it in upcoming versions, making even more dangerous as it charges thru your ranks giving you little chance to strike back.
While wrestling with the addition of more objects for the plains, I noticed a small tiny thing that was causing a tremendous performance overhead; the clipping plane of our camera was set way too deep, much more than we needed! just by changing it a little bit we are culling the rendered objects by about 80%. We still need to do a lot to improve the performance (including optimizing the shadowcasters, but this should help a lot already especially in lower spec machines.
Also, since the addition of the detailed grass means more object are being rendered, I restricted it to the High and Ultra graphic levels.
We are experimenting with adding weapons to the portraits of the units; this may allow the player to more quickly differentiate them when seeing them on a list, and also increases variety, however I’m still evaluating how clumped they may make the lists look versus just having an item for the unit type.
Finally, I changed the portrait composer so that Guecha Warriors are generated with short or shaved hair, based on historical resources.
We continue working on an additional unit, still being designed and conceptualized, hopefully we’ll be able to reveal more in the next update.
We are also already ideating the next scenario on the NovaMundi series and are pretty excited about it. We will release more info about it when it starts taking shape.
NovaMundi is now available on Steam Early Access! get it now or wishlist it if you like what you see.
These past two weeks we focused on improving the exploration aspect, as well as tweaking a bit of the game balancing; we produced 5 versions ending up in v0.27.0.
I jumped the gun and removed the “time compression” mechanics, which were creating a lot of confusion with the players. So what’s all this about?
Before this change, you saw your expedition move at a constant speed on the map, no matter how tired they were or what terrain they were traversing. Instead, the speed at which the time moved forward was affected by different factors; this was made out of convenience to avoid the player being crawling in the map which might be frustrating and boring. However, we found out it was difficult to communicate the actual speed you were walking, and instead, players sometimes felt days were too short, or battles were happening too quickly.
So now the actual speed at which the expedition moves will be affected, and players will get immediate feedback when they are moving slowly due to burden, fatigue, or rough terrain.
In addition to this, individual biomes can now affect movement speed, including rivers being very slow to cross (now serving as a natural barrier for exploration), in anticipation of a future scenario where you’ll be able to use rafts and canoes. We are also checking this now when you camp (so you can no longer camp in lakes and swamps, sadly :))
A related small but important change was making time STOP completely when the player is not moving; this was something long overdue since it’s equally important for the player to be able to stop and think anytime during exploration as they can during combat.
Finally, did some small tweaks to the terrain grass patching so it looked less sharp (it started looking weird some versions ago and it had a big visual impact).
On the playthroughs I made and based on the player’s feedback, I found out the game was a bit too easy on the latest versions. The following actions were taken:
The number of available units in towns, both as a gift and for hire, has been greatly reduced.
The amount of Experiences Points acquired in combat has been greatly reduced
The hit points have been duplicated for ALL units.
Increased damage, range, and attack speed for all ranged units.
Increased damage for all Spanish units.
Fuhuta (Panche blowgunners) and Spanish (bow) hunters have been removed from military
Countering to this, the power curve was flattened so you start meeting powerful parties more gradually. This is still being balanced and I still believe the first battles should be a bit more exciting, especially since you start with a big party, battling 3 or 4 enemies is pretty unexciting.
The Expedition Status screen was overhauled with smaller portraits, and now displays the expedition stats for its current burden, and all items on the expedition using tabs (not only the useable ones)
The barter screen was improved visually, but more importantly, I added a command to “match” either the offer or the request, making it much quicker to set up offers. I also added a short but hopefully useful onboarding for people to understand a bit how it works. We also have new art for some items.
As for the Transfer Items screen, I made some improvements to the “Transfer All” button so that the Blessings are included, as well as partial quantities of stuff when you cannot carry all of it. The food surplus, i.e. the rations you will waste due to them expiring before time, is also now displayed both when bartering and getting loot or gifts.
I created a first version of the Roadmap, following the suggestions of Kay Tila in our discord community, we need to put some love on it since it’s an important tool for people to know where we are heading (especially given we are on Early Access). We are going to be adding more detail to it, as well as concepts of what we are going to do.
I would also like to highlight the work we are doing with José Manuel Gomez, a Muisca descendant, historical-cultural researcher, and linguist from Universidad Nacional de Colombia. He and his family have their origins in a village in the town of Pachavita in the department of Boyacá, Colombia. His knowledge and experience in all aspects of the Muisca’s culture and language are critical for us to provide a proper representation inside the game and make the game serve as a tool to teach and preserve the traditions and history of these indigenous people.
Our visual artist, David Florez, finished a new art for the project, depicting a party of Muisca explorers crossing a cold Paramo (Andes tundra). We went thru two iterations, improving the clothing of our party to better protect them from the weather’s inclemency.
We featured this new art prominently in our participation on Steam’s Open World Sale last weekend. I believe it was a good chance to increase visibility, especially because of the high number of concurrent viewers to our stream (compared to our normal audience numbers). Our E.A. numbers (for sales and wishlists) are still low, but we keep working steadily.
We are working on two new units. More info to come soon!
A continuación algunas entrevistas y artículos que han surgido del lanzamiento en Early Access de NovaMundi: La Lanza de Chaquén. Si no lo has comprado, aún puedes hacerlo aquí, apoyando el proyecto por solo 22.500COP / 12.99USD!
Entrevista radial en vivo realizada para “La Hora del Regreso” de Yamit Palacio. (Incluye grabación)
“[…] evidentemente Age of Empires es una inspiración […] pero [NovaMundi] tiene una perspectiva diferente en cuanto a la explotación de recursos […] más que de eso se trata de explorar y descubrir los diferentes lugares.”
Entrevista y artículo realizado por Eveling Rico Albañil.
El diseño de los juegos de estrategia clásicos como ‘Age of Empires’, se da mucho desde el punto de vista de la colonización, porque es sobre adquirir recursos y poner la naturaleza a la mano del jugador. Nosotros queríamos hacer algo distinto, enfocado en la exploración, con el jugador dentro de la naturaleza pero sin tener que estarla explotando sino más descubriéndola
Entrevista y Artículo realizado por Tomás Tello Monroy.
Lanzarlo con acceso anticipado fue una decisión difícil, pero decíamos desde hace tres o cuatro meses: necesitamos que esto salga y que más gente nos ayude a definir en qué aspectos debemos enfocarnos”
[NovaMundi] is also a game steeped in Muisca culture, and as such a great way to talk about the process of research, the semiotics of art direction, and the ethics of using procedural generation in stories about real places and cultures.
Con la participación de Camilo Ramirez, Juan Carlos García y David Florez, miembros del equipo de desarrollo, fuimos entrevistados por el equipo de Random Access History para la página de facebook “Historia de Colombia en Memes”
Lo que queremos nosotros es que en el mapa del juego se refleje un poco la escala de lo que era la confederacíon Muisca, incluyendo sus biomas que tratamos de mostrar de la mejor forma.
En papel suena muy interesante tener una mapa muy grande o infinito en el cual jugar, sin embargo suele no ser muy interesante, especialmente cuando se trata con temas procedurales donde puede haber mucha repetición, creo que eso es un buen punto en el que nos estamos enfocando, en una experiencia más compacta.
Camilo Ramirez, Programador
Desde la parte de arte es muy importante para todo el tema procedimental que haya variedad para que el jugador no se aburra de ver los mismos patrones. […] Lo que podríamos esperar a futuro es mayor variedad y enriquecimiento de los ambientes mostrados en el juego
David Florez, Artista Visual Lider
Puede que no seamos Muisca, […] pero vivimos y crecimos en los Andes, al lado de las montañas, en un contexto de ciudad pero hemos podido viajar por las montañas y páramos […] algo debemos tener entre nosotros que tuvieron los Muisca en ese momento.
Mientras más se avanza en la historia de ‘NovaMundi’, los gamers se encontrarán con retos cada vez mayores. Por ejemplo, deberán enfrentar a las tribus hostiles Panche y Muzo, mientras que por otro flanco combaten con invasores españoles.
Se requiere descubrir la ubicación de sus pueblos en la selva y convencer a sus miembros de que hay que unirse en contra de los invasores. Los guerreros más veteranos representan una ventaja en batalla. Pero también los nuevos reclutas. Un reto dentro de NovaMundi: La Lanza de Chaquén es que es fácil perderse. Todo debido a que los escenarios se generan de forma procedimental.
NovaMundi is now available on Steam Early Access! get it now or wishlist it if you like what you see.
These 2 weeks we focused on UI improvements and gameplay tweaks, ending in 0.25.2 (with 0.26.0 very close to release)
Quest towns will now give rewards as they join the alliance (including Suamox), and explorers are also now available at towns to join your party.
Normal “trade” in towns using “gold value” as currency has been removed; only barter is available now. The gold “tejuelos” (muisca coin-likes) have been added as a tangible trade good.
Consequently, the current way to add people to your expedition (“buying” them) has been replaced with a system where you have to spend “story points” to have them join your party; you earn story points in battle and also by completing quests, making discoveries or exploring the land.
The round compass has been replaced with the compass bar at the top of the screen, and it’s now oriented to the camera to prevent confusions with mouse movement. In the place where it used to be, the “current biome” indicator has been added, in the future it will contain information about the bonuses and modifiers on exploration caused by it. The scale of the minimap has also been changed to make it actually useful.
The “Take All” button has been added to the loot screen, and the Expedition Status has been improved a bit to be able to use items quicker and with the units sorted by type.
The “ravaged towns” mechanic was added, as days go by, towns will be ravaged by the invasion force, so you’ll no longer be able to have their inhabitants join your party or restock supplies.
With the guidance of our linguistics advisor, we added some basic muisca words in some dialogs. This will become more elaborate in the future, but we want to start introducing some elements.
We also put some work in the ending sequence to give the players some gratification (IF they manage to win!)
We added the Crossbowman unit, replacing the historically inaccurate military archers we had in place for the Spanish forces. Indigenous archers also saw their range increased so now they are more useful.
World and Procgen
Added more vegetation to wetlands, which involved big changes on how forests are grown (now using cellular automata instead of brute-force growing in random directions)
Did some tweaks for weather to be less rainy, and disabled “foam” for rivers and lakes since it was causing them to look bad some times due to the low resolution of our terrain.
Finally, we added a bit of variety to the towns with the inclusion of more types of huts (bohíos).
Organized by XSolla, previously known as Game Developers Carnival (probably renamed to avoid confusion/issues with GDC)?
This year they opted-in for a cloud-based solution which I think was a great idea.
The basic premise remained the same from last year, a highly detailed 3d space where you can move freely visiting booths, attending talks and chatting with people including casual meetings but also B2B organized via Meet2Match. This year they incorporated improvements such as avatar customization and improved/streamlined info on the booths.
One thing that was removed or at least is not very prominent are the mini-games. No karting, no hang-gliding, you are here in business. I actually approve of this change since the games were buggy and half-baked last year.
As I mentioned, the jump to use a cloud-based solution I think is a step on the right direction, last year it was just asking for a lot, for business people to have readily available gaming rigs and pre-install a heavy client, etc. I had some big issues with framerate drops tho, which I believe could have been alleviated by automatically degrading the quality level so that the framerate remained constant.
This year it was a single world containing all the booths which was interesting because it felt much bigger. Here is a somewhat long video of my 2021 experience (apologies in advance for the drops in microphone volume in some spots)
NovaMundi is now available on Steam Early Access! get it now or wishlist it if you like what you see.
Up to v0.24.2
With the English and Spanish bundles unified, and a lot of hardcoded English text (including procedural text) bundled, we finally released the Spanish version.
The reorganization will also allow new languages to be added more easily, although there is a lot of clean-up to be done since we are carrying a lot of old text from the previous scenarios and gameplay modes.
Some minor tweaks were done, like changing fog color to a blueish hue which overall reduced the scene temperature making it feel a bit more highland-ish. We still need to tackle this head-on with less grassy lands, more rocks, and more accurate vegetation (we are on it).
The Low-Quality modes also got some need changes with a more apt texture for the forests and fixes for the water to look ok. More optimizations are still needed to make the game playable with lower specs.
We spread the “informational” townspeople through many towns instead of having them all live in Ramiriquí, which was overwhelming to some players. We are still pending marking them as “informational” for easier navigation (especially when you arrive at a new town).
The conversation window was updated with a bigger portrait and a darker background for better contrast. Also added a notification for when party members are healing (so you know the bandages are actually doing something), and shortened the onboarding removing unnecessary, redundant, shallow, cursory parts.
We also updated the “Barter” UI to the new design.
We still need to put more love on this but at least for now we tweaked some values in the materials and adjusted the lighting of the combat scene so it looks a bit better now in conjunction with the bigger camera angle.
Ending May 2, with 0.25.0 in the works
Added a much-needed formation in “rows”, with the stronger defense units at the front, and the ranged and non-combat units at the back, and also increased the space between the parties to allow some initial flanking strategy.
Also updated the Guecha Warrior model to get up to date with the latest units visuals, it features both an exploration (covered for the cold) and a combat mode.
The addition of a new biome, Wetlands (Humedales de la sabana) required a big chunk of changes in the procedural generator for better handling of the biomes which also affected the placement of forests in blobs.
A biome Indicator was also added, however, it hadn’t been integrated yet, since we needed still to relayout the UI with the new upcoming horizontal compass bar. (coming out in 0.25.0)
Display party members when trading to avoid confusion (I saw in some gameplays, and the onboarding kind of implied, that you started with an empty party and had to hire it from scratch, but that’s not really the case.
Also improved the loading screen with localized text and to make it more easily extensible with new unit types.
NovaMundi is now available on Steam Early Access! get it now or wishlist it if you like what you see.
Week 111 a.k.a. the last week before Early Access, ended with the (internal) release of v0.22.7. Of course, I had to prioritize what would provide the highest impact for the release.
To provide more variety, I finished the integration of the “Páramo” biome (Andean Tundra, which is very important to our game’s setting) including its terrain and vegetation (frailejones), and removing towns from there (it’s cold out there!).
A little bit downhill from them, I added more mountain peaks to the highlands band, placing them in clumps to improve their variety. The rendering of grass terrains was also improved, tweaking the metallicness of its textures which was making them look dull, adding more variations, smaller patches, and tweaking its tiling values. I also fixed some bugs in the heightmap generation which were causing ugly spikes of terrain.
Persistence – Save/Load
Of course, I wanted this to work great in our E.A. release, judging from recent experiences some friends had. It was already working great but I had to add the following stuff to the persistence list:
Active items effects
Minimap stamps (i.e. the locations of towns)
Of course, all of these things required refactoring of some sort, but they were a must to allow the players to split their runs into sessions since a run can currently take about 2 hours.
A much-needed “intro sequence” was added. I designed the script based on the overall backstory we had in mind, and we recreated it as a sequence of “stonewall paintings”. It was quite a bit of work but I think it was worth it for people to get an idea of the theme of the game (a text window is just not enough) especially since the theme may not be familiar to some.
I also integrated the portrait of Nompanim, the Iraca, and fixed some dialogs.
I added a lot more random chatter from the party members to make the walking sections a bit more interesting. This also included adding (and serializing) a control so they don’t repeat phrases, which may be super dull. This still needs a lot of work to work properly within a context, follow some character or story development, and provide some variety in the text, but I wanted to have an initial version in to see how it feels and if it makes sense to continue developing it.
To prevent a game-breaking bug I noticed in an Early Access Preview run, I had to disable the possibility to Transfer men and equipment to the camps. I’m still deciding if it makes sense to put it back, gameplay-wise.
Visual tweaks in Expedition Status (health bars, remove unneeded stuff, highlight important) and Unit detail panel (in combat), adding HP value and stats.
Based on some reports of low performance, I added two experimental Quality Levels with “no trees” and “no shadows”. We are still investigating what parts we should focus on to improve performance, but the game should already run well in gaming machines which is our main target.
Week 112 – Before Early Access Release
Our release was scheduled for April 13 (Tuesday) at 11 AM EST, so naturally, there were some last-minute, much-needed things, the top-most top priority. E.A. release was v0.23.0 (first public release!)
The journal entry UI was still leftover from the previous appearance of the game and was long overdue to be changed. I updated it to the latest design, improved its readability, fixed some word-wrapping issues, and added an initial entry so it doesn’t look completely empty when you start.
Based on both my playthroughs and some others made by testers, I did some tweaks in the unit stats, nerfing the range of all ranged attack units (especially the Muisca Archers, which were extremely overpowered), and balancing the rate of appearance of the Panche Raider when compared to the blowgunner. I also added the “Panche” Archer (that is, the possibility of Muisca Archers to appear in Panche parties since they belong to the same technology group).
I also removed the random variation of stats per unit (so for example all Guardians will have the same stats, so you don’t have to go cherry-picking), and changed the damage function to be much less random (so high Attack units like the arquebusier are much more dangerous now!)
Forest size was also reduced (but not enough, as we’ll see later on!)
Week 112 – After E.A.
Besides bug fixing (many thanks to the people reporting bugs!), we produced four subsequent builds, ending up in 0.24.0
Drastically reduced forest coverage, based on player’s feedback this was a top priority due to the terrain being almost completely covered by forest previously, leaving little room for strategy when exploring (deep forests/jungles are dangerous places where you get lost easily, the player should think twice before delving into them)
Add lakes both big lakes and at the tips of the rivers.
Also increased the size of the “Páramo” areas, although they are still too small and will require some changes in the future to spread beyond their “height bands”.
Add language selection to settings, and did all the changes required for localizable texts to be dynamic. Tested this with the incomplete Spanish localization bundle, and then decided to push a bit to see how much it would be required to complete it. I managed to advance a lot but then found out some additional work would be needed especially for the procedurally generated dialog (not that it’s super complex procgen but still…).
For the moment, I disabled it but since we are having a lot of people interested in my home country (Colombia…bia…bia!) this will come in pretty soon!
Added controls to set the volume for Music, Ambient, and Sound Effects, both from the title screen and also in-game.
We incorporated a new title screen, in the future we want it to be rendered in real-time with animations and reacting to the time of the day; but for now, I decided to just put a pre-rendered scene due to performance concerns.
We also did a lot of tweaks in the lighting of the intro scene, added some flickering, fixed some gaps in the texture of the walls, and added the images of some unit types to the loading screen
The appearance of the automap was revamped to fit the theme of the Muisca, it now resembles a stone wall painting, with improved, more readable labels for the town names.
I also removed the “encampment plans” flow when camping, so you no longer have to pick a spot and what tents to use, it’s much quicker now.