Releases: RyanBabij/WorldSim
WorldSim v0.0.159-dev
It's been ages since I've released so there are a lot of changes:
- Most biomes now visible during world generation.
- Rivers added.
- World generation is faster
- Rendering seems to be faster
- Local map generation now generates unique maps
- Caves (stand on top of a hole in the ground and press q to enter/exit subterranean layer, beware of bats, which can attack and kill you)
- Various basic items can be found
- After entering World Simulator, press Tab to spawn in as a random Human.
- You can now use WASD as well as arrow keys in adventure mode
- Rain (it also doesn't render indoors)
- Line of sight
- Collision
- Time and day/night
- Inventory system (press I while standing on top of something)
- Hotbar (press number or CTRL+mousewheel to select items)
- Press SPACE next to an NPC to see the non-functional conversation menu.
- Press ESC to get out of most menus/submenus.
- Press E to enter interact menu. Click on a nearby tile and a context-sensitive menu will pop up. Use mousewheel to select an action and left-click to perform it. Unarmed actions seem to be buggy. Some actions you can perform are:
** Chop tree with axe
** Use sword to stab things
** Use fishing rod on water to catch fish
** Use fish on campfire to cook fish
** Use fish on self to eat fish
** Use floor on ground to build floor (and roof which blocks rain)
** Use wall on ground to build wall (which will block line of sight but not movement atm)
** Use bow on deer to shoot them. Line of sight is displayed and required for a hit.
** Use knife on dead deer to get hides and meat (but you can't cook deer meat yet)
** Etc etc. Some actions might be buggy or not implemented. - Some items such as campfires work by being dropped on the ground. You can then use items on them.
- Thirst and hunger can occur but won't kill you yet
- Deers spawn and wander around, they leave tracks you can follow. I believe you can also kill them
- There is a sneaking mode which I think improves line of sight and halves speed.
- There is a basic crafting menu which has partial functionality.
Game is still very barebones, and lots of work left to do before a 0.1 release.
WorldSim v0.0.071-dev
Bugfix release.
- You can pan by holding down left and right mouse button if you don't have a middle mouse button.
- Bugfix: Crash when generating first world with seed.
- Bugfix: Crash when entering Adventure Mode on large maps.
WorldSim v0.0.069-dev
Adventure Mode has been implemented. You can enter it by simulating a world and then pressing Tab. You can walk around with the arrow keys. Zoom in and out with mousewheel or +/-. Pan with middle mouse button.
Adventure mode allows you to walk around the world. The only notable feature at the moment is fog of war and dynamic map loading. There is currently no interaction or collision.
The limit on the number of maps active has been temporarily disabled while I work on cell loading and purging.
Adventure Mode has a non-functional menu.
Bugfixes:
Removed crash bug on world generation caused by erroneous deallocation.
Added libwinpthread-1.dll which apparently was needed this whole time if you don't have MingW-32 installed.
WorldSim v0.0.036-dev
Small release prior to work on load/save functionality.
Tile query info has been moved into its own panel to prevent spamming the in-game console.
Texture view is set as default view.
Up to three local maps may be active at once. (Right-click a tile to activate it).
Local maps have been reduced to 64*64 tiles for easier testing.
Game now has a background image on the main menu.
Subterranean view option has been added. Currently completely useless.
WorldSim v0.0.028-dev
Local maps are now slightly more interesting. You can see trees and rocks, and there's also some basic elevation.
Characters can be marked as favourite, but it's not too useful at the moment. You can also do a basic search in the character table.
WorldSim v0.0.021-dev (updated)
(Update) - It is no longer possible to accidentally enter hotkeys while inputting text at world generation.
Now the tileset is something you can toggle, instead of just appearing when you zoom in. I think it looks okay, especially when you zoom out. Note that the tileset is very very basic and is missing a lot of biomes.
Humans are stuck as tribes for now because I'm testing their behaviour with conflict and splitting and whatnot.
Dwarves build a fort and sit around doing nothing. Elves are also pretty damn useless right now.
Kills are tracked, but all you can really do is see who killed who.
Stats are slightly relevant in combat. Basically more strength = more chance of killing. That's about it right now.
Human tribes split up now. You can fill the map even just spawning 1 human tribe. They don't go over water yet though.
Human tribes also interbreed with other human tribes. You can see this because I have currently set family names of characters to the name of the tribe. I'll change it back later.
Humans tribes also fight each other. I tried to minimise the resulting chaos, but it's still pretty crazy right now.
I figured out one major cause of slowdown in earlier releases: The character vector was being resized to fit every time a character did something, which is a lot of times. Slowdown still happens but it's not as bad.
Anyways I would like to move on to making local maps look more interesting, so I will work on that next.
Note: There are hotkeys in the application. Accidentally hitting them is not good. The hotkeys are: R, S, =, -, ctrl+c, and of course the comma key, just to make things more confusing.
WorldSim v0.0.017-dev (Updated)
Human tribe exploration and territory has been improved a lot. Humans should expand across continents in a reasonably realistic manner.
Human Tribes will sometimes split into smaller tribes.
There is a basic conflict system. Human Tribes which are adjacent will attack each other and leave an artifact indicating the site of a battle. No actual battle algorithms yet.
Update: I think I accidentally released a debug build earlier which didn't have static linking (Issue #3). I have reuploaded a proper build (v0.0.017b).
WorldSim v0.0.011-dev
This release uses more stable compilation flags.
The world generator now produces repeatable output from the seed (Erase the seed to get random maps). I had to temporarily remove multithreading for biome generation.
Human Tribes will sometimes drop gems on the world. This is to showcase basic interactivity of WorldObjects on the world.
There's also a Civ menu, but it's pretty boring at the moment, it just lists the names of the Civs.
WorldSim v0.0.008-dev
In this version Elven Tribes have been added, so now all three races are implemented to a very basic degree.
Local maps have been reduced to 64x64 to reduce lag from a basically non-functional feature.
This version also has a slightly cleaner GUI and less debug messages. This version starts from the main menu, although there is not much to see.
I will add a few more basic features and then make a 0.1 release.
WorldSim v0.0.004-dev
This release marks the github migration. It is a development release. It may not run on your computer.