Name of Project: Not decided. BalanCiv? Suggestions welcome. Link to the Project: Not yet published
I guess I should make a topic for this, instead of just posting in the general updates topic.
This is where I’ll put updates on my WIP civilization-style game. The gameplay will consist of building improvements such as cities, farms, mines and so on, in order to grow and balance your resources.
How about adding “school” to the game? Or if you tap the icon (like farms or mines, you can enter the place to check out! Planting things in the farm is also a good idea.
no, i mean when players like me or anyone on hs, how much time does it take to construct/level up a building? Eg a farm can take 10 seconds, but the most expensive building in the game will certainly take more than 1 minute to finish.
I love the art and how it’s been rendered! There’s good contrast between the light and shadows, and everything is clear enough to make out detail in the tiles. The tiles look pretty distinct from each other, in both colour and shape/silhouette variation.
One of the suggestions that my game design teacher taught us is that when things are duplicates of each other, it’s pretty quick for our brain to recognise patterns, and recognise that they’re the same thing but just repeated, rather than an organic structure like a forest or a mountain range. One way of introducing variation when re-using assets is to change the rotation slightly or flip them — for example with the trees, mountains or fruit market.
But I do realise that this might not be as feasible to do in Hopscotch though — since the shadows are pre-rendered, it would require having to change the rotation in Blender and re-export it, and have multiple of the same image in Hopscotch, which adds to project downloading time.
Other than that, the tiles line up really nicely — to the extent that the whole level looks like it’s in a 3d level editor to me, rather than in Hopscotch!
If you have time, I would be curious to know how you organised the hexagonal grid code to make it line up in Hopscotch while still allowing for height variation. (It seems like all the tiles are exported with the same height in Blender and from the same camera angle, and the height variation is done in Hopscotch?) I’m guessing that you also have to account for Z-index to make sure that the tiles display as intended.