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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Black Forest 

 

Developer

 Lemuria 

 

Publisher

 Lemuria 

 

Tags

 Indie 

 

 Co-op 

Release

 2021-09-24 

 

GameBillet

 11.99 /

 

 

Steam

 FREE 

News

 268 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 4 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/523070 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Black Forest (Linux) [390.66 M] 


DLC

 Black Forest - Cosmetics Pack 


 Black Forest - Content Pack 




LINUX STREAMERS (0)




DevLog: Procedural Houses

Here's a quick screenshot of what I have been working on recently.

Procedural generation of houses. Instead of having 3 or so different houses, I will generate them procedurally, which means that no two houses are the same, but the algorithm behind it is a kind of predictable randomness, so when you load a game again, all the houses are the same as they were, and if I during level design put a specific house into the initial village layout (say, with the door a certain direction), then it will be like that in every game.

The procedural generation is not just the walls, location of the door and chimney, but also windows and some props outside the house (stack of firewood, a table or bench next to the door, etc.). And it is all rule-based so that it makes sense - such as if the house has a bench, it will be next to the door, not on the other side of it.

I also generate the construction tools and work places for the peasants building the house procedurally, so that again these are all different for each house.

I've got the basic huts pretty much done, and hovels around 50%. Next up will be the wood and stone houses, but since I've figured most things out by now, these should be much faster.

I have also started adapting my various game logics to the new setup. There is a lot that depends on how a house is constructed as a game object, such as the construction animation, the damage effects and lots more.

The new houses are also more efficient on game performance, as I don't have to store all versions of a house (ghost, under construction, finished, damaged) but only one set. Speaking of which: One thing I haven't completed yet is the ruined house versions. These will also be procedural, but they are a bit more tricky to figure out.

If I can manage it in time, this will be a big update for the one-year anniversary of the game, coming up next month. Yes, it's been one year and look how far we've come. Would you be interested in a comparison? I could make a new branch in Steam with a very old build so those who want can switch to it. Would that be something interesting? Comment below to let me know.


[ 2022-08-16 20:58:14 CET ] [ Original post ]