Seasons - Sapiens Devlog 39
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- čas přidán 4. 11. 2019
- Wishlist now on Steam! Link is below.
Farming is the next feature I want to work on, but for the planting, growing, fruiting, and harvesting cycles to make any sense, I needed to add seasons. It went really well and the new varying seasons make the world feel a whole lot more dynamic and realistic.
In Sapiens, evolve your primitive hunter gatherers through thousands of years of technological advancement. Feed, protect and grow your tribe, build towns and industry, and advance through the ages in this first person civilization building god game for PC. Play with your friends in co-operative or competitive multiplayer, all on a procedurally generated planet larger than Earth.
Wishlist on Steam: store.steampowered.com/app/10...
Sapiens website: playsapiens.com
Follow on twitter: @playsapiens or @majicDave
Sapiens Discord / discord
Mod development repository: github.com/mjdave/sapiens-mod...
Developer website: majicjungle.com - Hry
Neat-o things to add:
- snowing weather effect
- snow “sparkle” effects (you know, how snow “glistens” in the sun?)
SheepDog123 this would be nice
snow gradient? rather than 'this ground has snow on it' or not
@@andrewknight1272 Agreed, some transitional tiles would help things look a bit better, instead of all the tiles just being solid color hexagons.
Put this on the discord!
And ice on water
I love how you implement features focused around both optimization and aesthetics, theres loads of games that go too far in either direction but I feel like youre right in the sweet spot
2:02 Oh good, Earth is round.
Mark my words- this game has the potential to explode.
I honestly can't wait to play this! I've been watching since the beginning of this game. - biggest Kiwi fan
luke lafferty I don’t know about that, I’m pretty excited for it too!
I love how nonchalant you are about all these massive changes every time.
I can't wait in till this game is released
Edit: Why are you liking this dumb comment. XD
2027 is only a few years away! Hold on to your hat!
@@Kishgofu You are wrong. It will come out in 2026!
Imagine how much this game would have progressed in that time. Tribes become whole city's with politics and all that shit.
damn this seasons update looks great
this series is a treasure, honestly. I don't even think the final game would actually fit something I'd enjoy playing myself, but it's incredibly inspiring and satisfying to see someone invest themselves into a project like this and make so much progress. will be cheering you on until the end, whenever that is :p
I seriously like how you go slowly and perfect everything instead of rushing things. Truth be told I like your blogs more than I wait for the game finish so it is a quite nice experience.
I love the look of the reflections on the water especially in Autumn. Absolutely amazing work so far, and I hope you keep up this project even after release!
I love watching this game take shape. And seeing the features, you are adding between updates, it's amazing.
ITS ALMOST HARVESTING SEASON- wait wrong game!
Looking good! Thanks for this videos, appreciate seeing your progress.
I honestly was shocked when you changed season to autumn, such a beautiful transformation! keep up the amazing work!
The seasons look amazing! I love the time-lapses where you can see the snow descend from the mountains.
8:40 dancing trees
Oh heck yeah
I'm really looking forward to this! Looks awesome. And you're doing everything alone? You're a freakin genius!
With season length etc configurable... Marathon game option: days are 24 hours long, seasons are 91 days long, it takes 6500 days for a Sapien to reach adulthood, etc :D
that's the best and most realistic system I've ever seen in a video game!
You missed out on the "I planted 20 million trees in Sapien" trend, which is a shame as you have a *ton* of trees in your game :D
AMAZING! I am actually working on an indie game myself, this video is very inspiring as an indie dev, I wish you good luck and all the best for your project :)
This game is seriously coming along now :)
will trees grow larger over time? currently, I'm guessing they are set models?
I Hope People can plant the trees if so
Currently they're set models. He would need to make a few tree status' (like a sapling, baby tree, larger tree, adult tree, & maybe a dieing tree?) for that to work with this setup he's got going. It would be a cool addition
@@SizzlingSquiggle or he could simply make branches separate but parented and scale the trunk (and branches + random offset) over time, to have unlimited stages of tree life.
@@CaliberBeats that's a great idea that I did not think of. Dave keeps stressing about how hard it is for the GPU to be rendering all those trees. Adding more objects to render (each branch as well as the trunk) would probably hurt the performance much worse than it already is though. He already has problems rendering all those trees from the map view; imagine each tree also having an extra 3-8 objects, would be 3-8 times as hard on the GPU or CPU? Cool idea non the less
Considering the art-style, I think the season progression on the ground is really good. It looks really good seeing the snow creep down from the mountains, but not necessarily covering EVERYTHING, until winter arrives proper. I think, for what the game is and will be, this is a great compromise and looks great =).
Really good job on this project, super impressive, and as of right now over 500 likes and no dislikes at all on this video. I've never seen that before!!!! I hope this project takes you somewhere!!!
fantastic work! thanks for the surprise update!
This game feels more and more like Dwarf Fortress. (in my mind there is no higher praise)
The UI of Dwarf Fortress is a giant mess though.
A beautiful, beautiful giant mess
this has literally nothing in common with dwarf fortress. have you ever even played it?
@@CaliberBeats i think he was talking about them both sharing expansive simulation and detail in their world systems .
Can't wait till the release it's really coming along
The seasons look really pretty. I wanted to comment on how a lot of games don't balance food very well in my opinion. Its usually a thing were every second you're working to find food until you've gathered enough to feed yourself long enough to build a farm and then you have moderate struggle until your farm is big enough or complex and upgraded enough and then the game tends to be casual and creative from there. So if that's where you want the challenge to be then it looks like you're on the right path but otherwise if fruit only replenishes once a year, the tribe may have to travel far gathering food until they have enough to build structures. In our universe fruit only lasts for one meal. Meat on the other hand can last a whole month. Assuming you eat a pound of meat a day and you butcher a 300 pound animal you can see how that can last a good while. This mechanic can be used to transition some challenge away from food grinding.
Very cool! So many games that should use seasons just refuse to go into that kind of detail. I love to see that you're going to tackle this and make it happen!
Awesome simulation! Keep up the great work.
Cant wait for fishing, clouds, thunder and rain:) adds so much
Me and my mates were talking about your game and threw around the idea of seasons, which you had already consider it seems. Mostly i think that temperature could be an interesting feature to add. For example in the winter, the sapiens would suffer from some ill effect due to the temperature, also at low temperatures, fruits like apples should shrivel and die. Deserts could also be of higher temperature than other biomes, therefore they would be difficult to traverse.
Other ideas include:
Ice over water in winter, making it easier to cross large areas of water.
More types of natural foods like vegetables and roots in the earth, nuts and spices.
Clothes to using fur to warm up sapiens in the winter.
More animals depending on biomes, also maybe some seasonal animals, e.g Bears that hibernate through the winter.
Love watching your progress vids. It's a genius idea. Game looks better and better every month.
Awesome!Such amazing work.I am so excited for the farming aspect!
I thought like this is just some indie game but now I am just realizing what potential this game has.
I can't believe you made this all yourself. It looks beautiful.
I watch this... and it is amazing what this person already achieved. And me... Im currently struggling with my simple casual project in MonoGame :) Great inspiration. We all start from zero.
I think neat idea is when it snows for the first time of the season the trees and ground get covered with snow
I have been following this game for a few months and it looks really nice and gets better and better each video. I really like the more and more realistic aspects and details. Keep up the good work!
- Hey what about ice and frozen lakes? That could also be a cool feature!
I absolutely LOVE the snow coming down and going up the hill with the seasons :)
It could be nice if the snowy patches were slightly raised, but with the grid it might be more trouble than it's worth? (I have only a superficial understanding of programming/blender so im probably wrong.)
Also, I look forward to your next video, it sounds like a good plan!
Awesome! What a step up. I would suggest however as far as entertaining gameplay goes that is thematically consistent with the whole sapiens thing, having the seasons quite a bit longer than a few days so that when finally winter comes around it's a big deal. You might have to stockpile food, send people out on expeditions, make warm gear for everyone etc. I know this season thing was just a way to kick-start farming but if you try and think about how every element contributes to dynamic and difficult gameplay you don't want to use up something like a full season cycle in a few in game days. Seasons are a great way to make the game feel like it's constantly evolving so if a player is able to see the full cycle in one play session it might get stale pretty quickly
I totally agree, thank you. I think I'll try 4 days per season as a starting point, and see how that feels.
@@majicDave Amazing! Love your work regardless, looking forward to seeing the end product!
nice!
This is poetry, man.
Great update - Can't wait for this to get released. Keep up the fantastic work Dave.
Extreme seasons and different seasonal patterns based on how close it is to water would be cool
Like how in areas far from water it would be more desertish (droughts occur often) with most of the rain in the winter (flash floods), but in areas close to it spring would be super rainy (thunderstorms).
Who else wish listed this the first video they watched
I've been playing his games since 2013 so I instantly wishlisted when it was available.
for the snowy mountains, it would be nice for the tops to update and become snow first as it would look more natural
greet from Slovakia ;) It s Epic Project. Good job
It will be neat if you could add some weather too.
And maybe the river can turn into ice?
I'm Loving these Dev Logs!
Awesome video
This game looks amazing it will do very well!
Don't forget those fires for the cold cold winter. :)
Great vid man loving the updates
Looking real good :D
episodes 1-15: terrain and stuff
episodes 16-21: performance and stuff
episodes 22-28: people and stuff
episodes 29-37: gameplay and stuff
episode 38-39: performance and stuff
The season transitions, especially the snow looks really good and smooth!
The night sky is really good
Love your work. Love your videos.
Will you add traversable ice tiles to the water at high latitudes during winter? That would be an extremely cool feature.
Looks gorgeous mate!
This is like watching a Bible Series. You are literally god coding out a planet with life. Holy shit
Madman! Great Progress!
This is great
This game is the affordable healthcare act to my presidency: Flawless
The dr. to my pepper
The homo to my sapien
The affordable care act was repealed tho wasn't it?
@@Nerd2Ninja Partially, another bill was made that effectively repealed most of it but not all of it
If I get this game, I'm going to build temples that use shadows to indicate the cardinal directions and equinoxes.
when ever you do a time lapse or speed up time, I just imagine all the trees spazzing from side to side screaming.
Looks awesome!
Can you make(or mb you already have) under the hood video where you explain architecture details? How do you store entities for example? What modules you have? Do you use scripting? What is performance bottleneck? How do you perform networking sync? There so much interesting things to learn from you :)
Awesome! This scratches an itch most games ignore. At the same time it opens up the floodgates of ideas that mostly are as you touch on, impossible to model at scale.
Something all your tree talk made me think of, that you probably have thought about.. is forest succession. Like your aspen model.. aspen is a pioneer species and grows in thick clumps in open areas. Also a mature forest would be dense with a tall canopy. Any hope of implementing more forest dynamics like that? I could imagine when your triibe clear cuts an area, you would see pioneer species come back first probably yielding different resources (less/more etc.) than a later stage species (maple, oak). I could see a whole aspect of the tech tree being based around wood type, but I'm guessing that's too far into the weeds for what you're trying to accomplish.
Looking great though, keep it up!
Looks awesome!
The season system is epic. Very impressive and realistic compared to other god games (especially for an indie game). The world seems a bit empty though. Add some more shrubbery in forest land if possible and definitely add animals soon to make the game more dynamic.
I think it would be really nice if the color of the grass changed for each season. It would be more autumn-like if the grass turned yellow-ish. During winter the grass could be almost gray.
Huge step forward in my opinion. I'm thinking whether it wouldn't be better to have seasons as long as in real life or so, but be able to push a button and let the time run like 500x faster, like you did. I think The Sims had this ability. After all, the sapiens should grow on their own, right? So maybe you'd give them some task that would take few days to finish and you could "skip it" and continue as usually. I know you said you'll be able to change the length of the seasons, but this IMO should be the primary basic setting. Just my opinion. Amazing work.
Really really nice job. :)
1 season per week? This will allow adaptation and strategy for surviving and thriving in different seasons.
I know they are mostly visual but please add clouds they would be so beautiful and still useful from a gameplay perspective, like if you plant a tree and it rains it will grow but if you plant it an does not rain for a lot it won't and a fire can be turned off by rain so training people to light them would be encouraged
This looks great, btw you should definitely do some asmr, your voice is super relaxing
This is majical
amazing job c:
Very nice as always! Lovely to see the progress. What technique did you use to generate and render the sky to see the sunrise, sunset and stars?
it looks more like an actual game now
Awesome Video and very inspiring as I'm working on some procedural Landscapes as well right now.
I was wondering though whether you could maybe briefly show your "leaf card" setup in the next video. I mean the extra "wiggling in the wind" fuzziness on the leaves. I really like the look but my leaf cards always either look to simple or I have to create way to many.
Also some Feedback:
I noticed that with the day/night cycle from space that the fresnel/glowing effect at night seemed really uniform around the whole planet. I thought it would maybe look a bit more realistic if you would interpolate the fresnel intensity by the dot product of the world normal and sun vector so the glowing doesn't show up on the backside of the planet but only on the rim where the sun is shining "around".
But thats just a thought..
Cool
Fuck
Idea: make it so seasons are really harsh i.e winter will need people to build fires and the cold can kill them, then make it so that seasons act like real seasons making it so that the earth is split into two hemispheres i.e winter on one side summer on the other, i think this could work nicely and it would make it so that the player has to migrate.
Can’t wait for it I play blockheads I’m looking forward to sapiens
A man of the people!
I really do like your name mate!
Wow big progress. Will tilt of earth be configurable, in advanced settings ? That and may planet size and heat from sun?
Nice ! :)
yessssss
Good Game
I think that stuff should grow back in the fall, like in real life.
Plaid PVCPipe fall? Do you mean spring or... everything falls off and dies in the fall..
There are shaders out there that can place snow procedurally. No need to do it all manually.
The water should freeze. It would be cool visually but also allow sapiens to cross rivers/lakes.
Are ocean currents included in the game? It would make oceanic tribe migrations very interesting. Also climate/biomes could be improved with that data.
(Artifexian has a good video on that topic worth checking)
Just curious does the this planet actually rotate or is it the sky box moving? Also maybe in the future would it be possible to add orbits like maybe KSP?
Looks great tbh. Are you looking into having NPC do raids on your camps. Also can you build defence. And is it possible to process to stone or iron instead of just wood? Thanks
as far as I know from watching all the devlogs, Dave plans to eventually have a combat system but doesn't currently (other than throwing rocks at chickens). He also said that he plans to have a technology advancement system so I assume Iron stuff is planned even though it is nowhere near implemented. Also, Stone already is implemented, you can make spears and axes out of a stick and some rocks.
Dave, couldn't you just implement shaders that would allow your snow/rain values to tell the ground to change? Then you would only need to track your weather pattern, which could still be based off the values for your random tile patterns, and would get you a lot cleaner mechanism for setting your ground texture effects.