Iain Collins

@iaincollins
292 Followers
285 Following
1.6K Posts

Mostly post about games and software and people stuff.

Recovering from news, media, civic tech and that one time I started a popular FOSS project. I sometimes relapse and post about these.

Still making FOSS but mostly just fun stuff now.

🏴󠁧󠁢󠁳󠁣󠁴󠁿🏳️‍🌈⬜️ ⬛️

🛠 GitHubhttps://github.com/iaincollins
🎮 Workhttps://www.linkedin.com/in/iaincollins/
🔘 ARGS-funroll-loops
Pronounshe/him
TBH would also seriously considering moving from the UK to Italy just so I don't have to deal with people asking "do you want milk in that" when ordering an Americano.

Things I like about living in Scotland again, after 20+ years away:

I can ask for a large whisky and not have to catch myself and translate, or have to explain what I mean by that.

Being Edinburgh I still have to confirm I don't want ice in a single malt, but when you ask for water they automatically give you a wee jug with a straw in it so you can drop it in and honestly that is a not insignificant quality of life improvement.

Sometimes I worry I am getting old, and sometimes I just want someone to take me to a nice garden center with an outdoor railway and a decent cafe.
The Onion print ads are true genius. There should be a coffee table book of these.

When I started this project last year I figured a lot of this would be stats and menu driven, with a relatively simple visual representation, but I'm enjoying seeing how much it seems like it's going to be possible to pull off with more typical gameplay.

Oh, and I do intend building styles and types to adapt to the environment, I've tried it out and it works well but not all the mechanics are in place yet, but the intent is fully that buildings should reflect the terrain, especially housing.

I'm generally very happy about how this direction is going and it's much easier to see how some specifics of how this might be surfaced in gameplay.

For example, players being challenged to create or maintain a certain about of terrain of a particular type to unlock certain bonuses, but working within a system that is flexible and allows for creative problem solving with no single right answer.

This adds to the existing mechanics for grassy parkland of more larger grasses in boggy areas, around sea level, and mountain flowers at higher elevations.

* Flora viability on sandy terrain is now dependent on proximity to water.

This is very basic with quite a steep fall off and is something I expect need to tune.

Additional variations in terms of plants supported (e.g. reeds, tall grasses) seems like an obvious direction.

These were actually very simple changes to implement, I hadn't been in the headspace to think about them yet.

* When generating terrain, rivers and lakes are more likely to have more tree coverage at their shores.

* There is a 'timberline', a height at which tree coverage starts to thin out, and also a 'treeline', a height at which trees are no longer viable.

They are used to determine the ecotone and help make the terrain a bit more readable without having to use the grid or wireframe view.

To address some concerns I had that the environmental aspects had been being neglected while I worked on fundamentals for the city building mechanics, I spend lunchtime improving the terrain.

As well as working on expanding flora variety with more proc-gen plants, there is now explicate ecotone support, creating more variation in behavior based on terrain height, particularly around tree coverage at altitude and proximity to water.

https://microstate.neocities.org

#indygame

The landscape of Socotra Desert Rose (Adenium osaeum, or subspecies of Adenium obesum), growing natively on Socotra Island, Yemen. #nature #plants #flowers #landscape #geography