EndCiv is a survival city building game with a unique environmental simulation. The world has been destroyed, and you are tasked with re-civilizing the wastelands. Resources for survival must be collected permanently to keep people alive. But those resources are directly connected to the simulated weather of daytime, rain and wind. If you have any questions, feel free to post them here.

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9 comments by Eyello on Jul 21st, 2014

Hello everybody, I want to introduce the massive updates that we have done since last time. We plan to show up a video within the next weeks showing all of those updates.

If you want to know about future plans and release dates then I can only tell you that we actually want to do a Kickstarter campaign in the next months, but we have to do some more progress still.

Follow us at the Crowblog.
Recent Updates:
People management enhanced
Extending energy system
Implementing Citizens

Most important is that the core gameplay is near completion. The game has a main menu with a few settings. Then the game loads data and generates a map procedurally. The algorithm currently includes rivers, mountains and resource piles such as scrap, plastic and rubble.
The bunker of the player is randomly placed in the world. The player starts there and citizens come out of it.

The following gameplay is known from games such as Age of Empires, The Settlers or Banished. You can select buildings on the UI and place them on the grid. The citizens then will remove obstacles on the site, bring resources to it and finally construct the building.

The scrap around the city can be gathered randomly by the citizens or you can drag a rectangle to define explicitly which areas should be gathered. The people will carry the resources to a scrap yard. There it will be sorted and workers can find rare goods between the scrap.

Also we have implemented a factory object which will produce or convert resources. In most cases a worker will be required to concert one or more goods into another good. Later in the game electricity could be required additionally to run the factory.

Another feature we worked on was the creation of supply lines such as water pipes and power lines.
If you know Prison Architect then you have an idea of the behaviour of those. We have to work on this a bit more but here is an example of how it could look like.

Besides of the core gameplay we have also implemented a simple citizen model which has basic animations (walk, idle, carry and work). It really makes a big difference instead of having solid objects floating around. Also we implemented a dummy predator model which will be a thread later in the game. It will not be a specific real animal but a mixture of the known hunters such as Tiger, Lion and Leopard.

The last thing I want to show are graphical improvements. On the image below you see a sandy tent on the right. We have to think about if a dirty tent influences gameplay such as satisfaction of the residents of it. At least sandy objects are a graphical feature. Rain might wash it away.

Another example is a shader which blends sand on the edges of an object with the ground. I think it is much nicer to look at as the sharp edges below.

Post comment Comments  (0 - 10 of 74)
DiamondBorne Jul 26 2014, 12:57pm says:

Question: Will we get get guns or be able to produce them? And Real-time strategy element? Like turns a group of citizens into guards that will be exempt from usual "citizen-like" routine, allow us to lasso them and left click attack or explore, something like that.

If i ask this in Banished game it would be too much as there's no real threat in Banished. But EndCiv game is set in a harsh context with living danger walking around so i thought having tactical elements here is not too far-fetch to ask.

+2 votes     reply to comment
Eyello Jul 26 2014, 1:56pm replied:

Hello, tactical and combat features are the second big part of EndCiv.
A few days ago we were discussing the implementation of such features again because there are so many possibilities and issues.

The idea of limited resources will also affect military elements. We think about that weapons, ammunition and else can be found or must be researched and produced. Also items can be equipped and exchanged between soldiers.

I believe that we have to do a lot of testing to figure out the best balance between all of the values like how much can a soldier carry? How quick can items be produced? Do weapons need 20 or 1 shoot to kill someone? How much food to they need or how long can they survive outside of the city?
All of that are questions to solve.

At the very beginning we will add the feature to hunt animals for a start. Then animals can attack people, too.

Later in the game we imagine raiders which require food and goods or which attack trade routes. Soldiers are there to protect your citizens in first stage.

+2 votes     reply to comment
INtense! Jul 21 2014, 8:22pm says:

looking amazing

+1 vote     reply to comment
Eyello Jul 21 2014, 5:32pm says:

Yay 400 Watchers :)

+1 vote     reply to comment
WILEz Jul 21 2014, 5:05pm says:

Fantastic shaders. Where can i learn the sandy blend effect? Is a post effect on the camera?

+1 vote     reply to comment
Eyello Jul 21 2014, 5:25pm replied:

No it is a pretty simple shader. I want to discuss and show such things later in the blog, but hte game is more important now :)

If you can imagine just try to play with the world-Y value in the vertex shader and you got the basis of this shader. You can use this mask to blend various paramters.

+1 vote     reply to comment
Shrektacular Jul 21 2014, 3:57pm says:

Really hope this game is made, it is a fantastic idea and the gaming industry is really lacking original ideas right now.

+1 vote     reply to comment
Galacticruler Jul 21 2014, 3:00pm says:

Just a small thought here, but it would be interesting to see if you could implement some sort of apocolypse selector, which would allow for and Ice-age style world, or even a super-heated volcanic landscape. With each different environment comes new challenges, such as heating in the cold, finding non-acidic or ashen water. And above all else would be the gathering of food I'd assume. I doubt you're growing much on a glacier...or a rock patch.

Just a thought. It is up to you to think on it though.

+2 votes     reply to comment
Eyello Jul 21 2014, 5:28pm replied:

That would be climate zones or something. I thought about this already but we will focus on one mape type first. But there will be some settings which affect weather conditions and shape and content of the map.

+1 vote     reply to comment
Eyello Jul 21 2014, 2:58pm says:

Rank 2 today, nice!

+2 votes     reply to comment
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