So my #edcgame and cinque terre #gamedev projects have been in hibernation as I got myself into the RL version, shopping for land and learning about development. And now I’m in it for real, so the #gamedev hiatus is likely to stretch out until the “rainy” season
The way things stay editable in Canvas of Kings gives me an idea for #edcgame. I never liked how construction was immediate in #cityskylines and I did like that road building in #simcity took time. So how about a builder mode, in which you lay out what you want. All editing is non-destructive and it shows you the projected time and cost and then once you commit, demolition occurs and construction happens in game time.

Absolutely love Canvas of Kings, a gorgeous hand-drawn aesthetic map making tool. Lots of cool ideas in there for building the Apple Maps-esque UI for #edcgame

https://store.steampowered.com/app/2498570/Canvas_of_Kings/

Canvas of Kings on Steam

Canvas of Kings is a minimalistic mapmaking tool that focuses on randomness and auto-generated elements on user-definable and interactive paths, plots and rooms.

While I really like the emergent design that comes from the WFC game loop, I started this projected because I needed to hone my 3D programming skills in order to move #edcgame forward. And going with the free form village builder would yield a lot more usable skills for returning to the city builder

Had an idea for a cozy game leveraging the graphical tools I’m building for #edcgame :

I absolutely adore the crazy, cliff hugging villages of Liguria and I can see myself loosing many hours in a townscaper/monterona-esque builder, creating colorful villages on procedurally generated/eroded coastal cliffs

Plan is to put the simulation on hiatus for the winter break and devote the time to graphics, hopefully finishing the virtual world tutorial to #godotengine port #edcgame

My #ECS diversion has had its inevitable effect. My infrastructure nature took advantage of the change and I've been working on serialization rather than game logic.

Need to redirect myself back to building systems, not plumbing #edcgame

Having built my simulation with sqlite as the original data backend, I just kept nodding my head while reading @ajmmertens's "Why it is time to start thinking of games as databases" https://ajmmertens.medium.com/why-it-is-time-to-start-thinking-of-games-as-databases-e7971da33ac3

I've realized that even if I ran sqlite as in-memory only, performance is going to be an issue and #flecs seems to be better suited. Plus I get graph traversal which is still a pain with an RDBMS. #edcgame

Why it is time to start thinking of games as databases

In the previous blog post, Building Games in ECS with Entity Relationships, I talked about the benefits of treating relationships between entities as first class citizens in a game. In this new blog…

Medium

I've spent the last couple of nights wrapping my head around modeling in #flecs. Having based my original simulation model on a relational DB schema, it actually fits better into an ECS with relationships than an object model, given the Object-Relational impedance mismatch.

I think this model will get refactored a number of times as I go through this and get my ECS footing, but #flecs feels like the perfect match for agent-based simulation modeling. #edcgame

Started on a spike porting a subset of the current simulation to #Flecs, see how I get along with the paradigm. Been deciding between #Flecs and #ArchECS and have settled on Flecs for now. We'll see how the .NET binding treat me and this way making a later switch to #swift would be less painful than if I went pure C# for the ECS. #edcgame