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DevBlog #4 - Game

     Dear World, 

    So sorry for the delay on the posting of this devblog but I have been swamped with school, ap tests, and one of the other devs was working on the code, so I had to wait. Unfortunately when he pushed it broke everything so I went back, fixed the code, and implemented some new changes. The changes are as follows.

    The objects being placed are now being done through the use of functions. This makes it easier to make changes to the objects, and reduces the complexity of the code. Went from 500 lines to 350 lines. Math did that!

    Additionally, I attempted to rite a statement that would check if the game tile fell within the desired hex board barrier, and it if did it would remain, otherwise it would be deleted. However it does not work so that will be a problem for another day.

    And lastly, I have been wanting to make changes to the way that terrain is generated. I have been looking into alternatives to perlin noise such as simplex noise, woorley noise, fractal noise, and layering my current perlin noise setup with layered fall off maps. All of these are great alternatives but I am still struggling with what to do. I want to create a system that will allow me to have biomes, rivers, continents, and make a more realistic looking terrain. I want to make it so that a player my be forced to survive in a desert or on top of a mountain, or on a small archipelago, and I just have no idea how to do what I want to make. But more important than biomes and continents are rivers. I think that boats should have a massive impact on the way the game is played just like how boats have massively impacted us in the real world. I want the player to be able to connect their cities together with either canals, or use a system of rivers to go from place to place moving their troops and people. Unfortunately, I have no idea how to make rivers appear in noise.

    I will keep you all updated as I continue along this journey, but until then, to de lou!

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