ENDCIV is a post apocalyptic strategy game with city building elements. The major challenge for the player is to build-up a settlement and defend it against various threats. Some of the resources are directly connected to the environmental simulation such as animal population and weather, dependent on daytime, season, rain and wind.

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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. Read more!

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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.

Comments
Dude
Dude

Neat shader with those sandy blends. Gives the whole image a more realistic and smooth look. Good to see the progress, really looking forward to play it!

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Eyello Author
Eyello

Thank you for the comment.

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drakrochma
drakrochma

CanĀ“t wait to start playing.

Will there be a kickstarter/greenlight or something like this?

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Eyello Author
Eyello

Yes, both, unless we get into Steam without Greenlight.

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simplysh
simplysh

I think you should tone down the bloom a bit

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KillaMaaki
KillaMaaki

You guys are using Unity, right?
You should give the Natural Bloom package on the asset store a try. Looks a million times better than Unity's default bloom.

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Eyello Author
Eyello

The Bloom might be a bit heavy now. But we will overwork such things and the player will have the ability to turn such effects off.
But without it it looks quite ugly I think, way to crispy.

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libbmaster
libbmaster

I love the sand shader! It does look a lot less clear cut that way. (I would suggest pulling it back a bit though: those water pipes look like they are being eaten!)

On a completely unrelated note... have you considered giving the player the ability to trap/domesticate those cat like predators? Just a thought that popped into my head, figured survivors would have use for such a thing. (Cool concept art by the way!)

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Eyello Author
Eyello

Thank you.
The idea is that those pipes are dug into the ground a bit and therefore pretty sandy.

I am unsure if predators can be domesticated but other animals would be. The other wild animals are prey for your citizens and the predators as well.
So you have to protect your cattle from them later in the game.

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ENDCIV
Platforms
Windows, Mac, Linux
Developer
Crowbox
Engine
Unity
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