In essence, Tribe of Pok is a tribal survival simulation/strategy game inspired by games such as Dwarf Fortress and the Cultures series. It's about a tribe of hunter-gatherers trying to eke out an existence in a savage environment.

You will make the important decisions such as where to gather resources, which animals to hunt and what items to craft while your tribe carries out their duties autonomously.

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Simulated Natural Environment
The natural environment is heavily simulated. Water flow, ground saturation, evaporation, fertility, temperature and humidity all contribute to shaping world. Cut down all the trees and eventually they will stop regrowing. Use up all the water in a pond and it will be dry until the rains return.

Day/Night and Seasonal cycle
Temperature and humidity are affected by the time of day and season. Winters can be harsh with below-freezing temperatures, so keep the camp fires going to prevent hypothermia. Summers aren't much better, with the possibility of heatwaves causing strokes.

The Circle of Life
Plants and animals adhere to the circle of life. Plants absorb organics from the soil as they grow, produce fruit during maturity and return organics upon death. Animals travel in herds around the map trying to fulfill their own needs. For predators, this means hunting other animals when hungry. For prey, this means running away from anything that wants to eat them.

Nature is the Ultimate Provider
Almost everything you need will come from nature. Plants are harvested for their produce, animal carcasses are butchered for materials and rocks are broken down to make tools.

Craft the Tools of Survival
Craft spears to defend against wildlife and other tribes. Axes to cut down trees and awls to make clothing. Some tools are even capable of performing several tasks. The stone knife speeds up fire creation, but can also be used as a weapon in a pinch.

Stop the Decay
Food left in the open decays very quickly. Build pits to slow down this process. Don't place it too close to camp, or the warmth from a campfire will speed up decay. If the pit gets wet, any food inside won't last very long either. It's all part of the deep simulation that drives Tribe Of Pok.

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20150110Image3 Tribe Of Pok (December 2014) DevUpdateWinter
Blog RSS Feed Report abuse Latest News: Tribe Of Pok: Iterating on the Water Mechanics

0 comments by PokingWaterGames on Mar 29th, 2015

It's been over three years since I started working on Tribe Of Pok. Over that time I've grown as a developer and found better ways of doing things. One example is water flow mechanics. It's one of the first things I worked on and has undergone several iterations.

When I was a newbie programmer with barely any experience, I was creating a new object for every unit of rain that fell and then destroying it when it evaporated or soaked into the ground. If you have any experience as a programmer, you'll know how disastrously bad of an idea it is to create/destroy hundreds of objects every second. That implementation was quickly scrapped when my frame rate dropped to 10 FPS every time it rained.

20150316Riverfill

Next, I tried storing the amount of water in each tile and performing water calculations only on the tiles. Performance was much better. All I had to do was +1 for every unit of rain that fell and -1 for every evaporation/saturation event. Simply calculate the height of each tile to determine if water can flow into it from an adjacent tile.

However when it rained, the ground would become blanketed in a layer of water. Hills would be just as saturated as valleys and there was nowhere for Pokians to hide. As a side effect, dry ponds would never completely refill since much of the water was stuck on higher ground. I fixed this by introducing movement to saturation. In effect, the water in the soil was "flowing" downhill just as the water above ground did.

Now water was flowing somewhat realistically and wasn't hampering gameplay.

20150330 WaterDownhill

A year or so later I added rivers. Rivers form long, narrow paths that move in one direction. However with the simulation as it was, water moved in a random direction with each update. Sometimes water would flow into an adjacent hex. Then on the next update it would randomly decide to flow back into its starting hex. The result was water taking too long to go downriver. For particularly long rivers, the water evaporated before it even reached the other end of the map!

To fix this, I'm cheating by teleporting water from the high points to the low points along the river. Eventually I'll replace teleporting water with a better method. In the meantime, I'm iterating and improving other aspects of the game.

20150319 Dam river

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Post comment Comments
Cruso
Cruso Jan 11 2015, 8:02am says:

Looks really interesting. I will follow you on twitter and try out the alpha as soon as it is aviable.

+2 votes     reply to comment
Guest
Guest Jan 10 2015, 10:48pm says:

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PokingWaterGames Creator
PokingWaterGames Jan 10 2015, 11:10pm replied:

Thanks! I've only recently started being more active in posting things, glad it's working well.

+1 vote   reply to comment
SniperCharlie
SniperCharlie Aug 13 2014, 6:38am says:

Looks interesting.Keeping an eye;)

+3 votes     reply to comment
Cristiano.b.
Cristiano.b. Apr 17 2014, 7:53am says:

The game is great but i think u nned to detail that tiles a bit more.

+3 votes     reply to comment
PokingWaterGames Creator
PokingWaterGames Apr 17 2014, 10:46pm replied:

Thanks for the feedback! Yes, art is definitely not my strong point. I have always made the sprites just "good enough" to show the idea so I can get back to coding, which is the fun part! But I'll work on improving the art now as well, stay tuned.

+3 votes   reply to comment
psychomantits
psychomantits Jun 21 2013, 4:37am says:

All professions look too similar to each other - maybe different outfit colors would help?

+4 votes     reply to comment
PokingWaterGames Creator
PokingWaterGames Jun 26 2013, 11:49am replied:

Hi, thanks for your comment - those images are actually for the male and female and not related to the role of the person. I briefly considered making the human sprites role-specific but put it on the backburner as a cosmetic change. Although I can see how that would make it easier for tribe management as it would be easier to tell at a glance who does what on the playing map, and will definitely put it in at some stage!

+4 votes   reply to comment
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Tribe of Pok
Platform
Windows
Developed By
PokingWaterGames
Engine
Custom Built
Contact
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Official Page
Pokingwatergames.com
Release Date
TBD
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Style
Genre
Real Time Strategy
Theme
Antiquity
Players
Single Player
Project
Indie
Twitter

Latest tweets from @parsleypwg

Weekly activity summary posted T.co

Apr 26 2015, 8:00pm

@TynanSylvester Look at the top-scoring complaints on Reddit! Let the players tell you what's unbalanced

Apr 23 2015, 5:24am

Working on getting the alpha demo set up. I feel so close to a public alpha release, but there's always more to do

Apr 22 2015, 4:28pm

Weekly update is posted T.co

Apr 19 2015, 8:58pm

Finally got tool tips working on the setup pages - required quite a bit of engine rework.

Apr 16 2015, 8:40am

Was play-testing today when a six crocodiles appeared on the map and massacred everyone... #gamedev #indiedev T.co

Apr 14 2015, 9:35pm

Weekly activity summary posted T.co

Apr 12 2015, 7:38pm

Here's a WIP #screenshotsaturday of Tribe Of Pok's tribe panel, a summary of everyone's condition T.co

Apr 9 2015, 8:36pm

Re-factoring the map menu today, lots of ancient code to sort through

Apr 9 2015, 12:10am

If you like management/economic sim games, Capitalism Lab is fantastic. Stayed up playing for hours last night T.co

Apr 3 2015, 7:44pm

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Tribe of Pok
Tribe of Pok
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